A great Evil threatens the village. Four adventurers, chosen by dice, must survive five encounters — then face Evil itself.
Original game: 4 Dice Against Evil by Chad ‘magehammer’ Ries, ©2025 — full credit to Chad Ries for the game, its story, and its rules. Web version: created by Marcus Draper. This page is Marcus Draper’s web adaptation of Ries’s rules, made for personal play — it is not a new original game by Marcus Draper, and it does not replace the original. Watch the maker’s video here: 4 Dice Against Evil: A fast-playing, solo fantasy dice game. The video description links to the original as Pay What You Want on itch.io — please support the maker there if you enjoy it. Get the original from the maker here: magehammer.itch.io/4-dice-against-evil — downloading it there is how the maker can be supported.
Your party is not chosen — it is rolled. Roll 4d6: 1–3 = Warrior, 4 = Thief, 5 = Cleric, 6 = Wizard. Each adventurer keeps that type until they fall or Evil is vanquished.
Adventurers: Warrior — +1 to Danger Tests, matches Minion Monsters. Thief — +2 to Magic Item Search, matches Deadly Traps. Cleric — +2 to Damage Save, matches Horrifying Undead. Wizard — roll an extra Danger Test die and take the best, matches Magic-Using Monsters.
Encounters 1–5: Roll 4 Hazard dice: 1–3 Minion Monster, 4 Deadly Trap, 5 Horrifying Undead, 6 Magic-Using Monster. Match adventurers to hazards one-to-one. Hazard Strength = 3 + 1 for each unmatched hazard, capped at 6.
Danger Test: Roll an Action die (two dice, best result, if you have a Wizard; +1 if you have a Warrior). If the result equals or exceeds Hazard Strength, the encounter is overcome.
Damage Save: If a Danger Test fails, roll an Action die (+2 if you have a Cleric). On 5+, no one falls. Otherwise you must choose one adventurer to remove. Then try the Danger Test again — and if that adventurer matched a hazard, that hazard is back, so Hazard Strength goes up.
Magic Item Search: After an encounter is overcome, roll an Action die (+2 if you have a Thief). On 5+, you find a Magic Item. A Magic Item die can be rolled with or after any roll, after you know the result, to add its result to that roll. Any number can be used, one at a time. Once spent, it is gone. In this web version, when a roll fails you will be offered “Roll a Magic Item” before you accept the failure.
Evil: After five encounters, Evil’s Hazard Strength is always 6. You must win the chosen number of Danger Tests (3 standard, or more for a harder game), surviving Damage Saves along the way, to win. If all adventurers fall, the village falls.
Interpretation notes, so nothing is hidden: Warrior/Cleric/Thief bonuses apply if at least one of that type is still alive. The Wizard bonus is an extra Danger die, best result only, not a sum. A Magic Item adds its rolled face to the roll it is spent on. No Magic Item Search happens between Evil victories — Evil is one encounter, won in stages.
Want the tabletop version, to play with real dice? Get the original 4 Dice Against Evil from the maker on itch.io — downloading it there is how Chad ‘magehammer’ Ries can be supported.
Opens the maker’s itch.io page for 4 Dice Against Evil — the same rules this web game follows. Original game by Chad ‘magehammer’ Ries, ©2025. Web version on this page created by Marcus Draper.
Original game: 4 Dice Against Evil — a fantasy-themed solo dice game by Chad ‘magehammer’ Ries, ©2025. Full credit to the creator for the game, story, and rules.
Web version: created by Marcus Draper. This web adaptation implements Ries’s rules for online play; it is not a new original game, and it does not replace the original PDF.
Get the original from the maker: magehammer.itch.io/4-dice-against-evil • Maker’s video: YouTube — 4 Dice Against Evil