4. Gameplay
The Die Master is placed on the Field in the predetermined position (the Die Master area). Your Die Master is always placed on your side of the Field; your opponent's Die Master will be placed on the opposite side of the Field. The player to go first will be decided automatically.
*Note: The Die Master CANNOT move, nor can it be moved*
-Win Requirements The first player to attack the Die Master three times and reduces his/her life a point ("LP" Die Master
to zero is the winner.

This figure represents the players. It cannot attack, defend, or move; that is why you have monster to use; to protect it. Unlike monsters, the Die Master has no HP; instead it has 3 LP. Regardless of the enemy's monster's ATK, it loses 1 LP each time it is attacked. It is defeated after its LP have been reduced to 0 by any three attacks. Your Die Master’s LP cannot be restored with special abilities or items; once a LP is gone, it will be gone.
-More than once monster may attack the Die Master per turn. (Eg. Three different monsters may attack the Die Master once each, thus ending the game.)
-When your Die Master is attacked, right click on it and click on 'Subtract 1'.
-Hovering your mouse over the Die Master will tell you how many heart points still remain.
-You can also win by summoning all of the Exodia series onto the field.
Exodia Series
There are five parts: Right Leg of the Forbidden, Left Leg of the Forbidden, Right Arm of the Forbidden, Left Arm of the Forbidden, and Exodia the Forbidden.
If both arms and both legs are on the Field, Summoning Exodia the Forbidden will win the game!
Special Conditions
There are times when something odd can happen with the dungeon, making it impossible for monsters to attack one another. If such a thing does occur (it rarely does), then these rules are enforced to complete the game:
1. The Dungeon Master with more LP remaining is the Winner. If this results in a tie, see Rule 2.
2. The player who has summoned more Monsters during the game is the Winner. If this results as a tie, see Rule 3.
3. The player who has summoned more high-level Monsters is the Winner. If it is a tie, see Rule 4.
4. The game is declared a DRAW.
*Note: If both players cannot reach the opposing Die Master, but there are still Monsters to battle with, the game will still carry on. For Rules 2 and 3, the "summoned" Monsters refer to those currently in play AND those that have been destroyed.*
-Forming The Dice Pool
Players choose 15 dice at the start of the game from the dice box to use.
-Choose 15 dice and start the game.
-Any number of the same type of die can be used.
-There is no maximum of how many different level dice you use, although it is advised to use more low level dice than high level ones.
Dice Pool Formation
1. First, the dice box (called the deck shop) will be displayed. There is only one set out so far, called DDM, so you must pick your dice from there for now. Possibly in the future another set will be made, but until then work with what you've got. Highlight the die you would like to ad to your Dice Pool from the box on the right. (Detailed die info can be viewed in the window underneath). If the die selected is OK, press the 'Add' button to place them in the Dice Pool.
2. Check the Dice pool. Players can switch the Dice pool by pressing the 'Clear Deck' button. Return dice from the Dice Pool back to the dice box by highlighting the selected die and pressing 'Remove'. You can sort through the dice (Cards In Set) by their types: All, Beast, Dragon, Item, Spellcaster, Warrior or Zombie. Load a previously constructed "deck" by pressing 'Load Deck'. You may also save the deck you create by pressing 'Save Deck'.
3. Players select 15 dice by repeating Steps 1 and 2. When the Dice Pool has been formed, press the 'Use This Deck' Button. The Dice Pool (Deck Box) will then close up, and the main play screen will have 'Your Deck' loaded..
*Note: Dice Pool Formation will not end until there are 15 dice in the Dice Pool.*
-Rolling the Dice
Players choose 3 dice at the beginning of each turn and roll them. It is compulsory that you must roll the chosen dice at the start of each of your turns. ("Go, Dice Roll!"![]()
-If two or more Summon Crests of the same level are rolled, a monster or item can be summoned. (Dice COLOR does NOT matter.)
-If a Crest other than a Summon Crest is rolled, it is saved in the Crest Pool. (This has no effect on the success of the Summon.)
Choose Dice
1. Click and highlight the chosen monster/item from your Dice Pool (Your Deck) at the bottom left hand corner of the main play screen. Info will be displayed about your selection in the 'Info' box above 'Your Deck'.
2. If the selected die is ok, press the 'Add' button to set it’s for 'Your roll'. By performing the same actions over, choose the remaining two dice.
3. To change the dice selected, highlight the selected die and press the 'Sub' button. Repeat Steps 1 and 2 to reselect dice. You may also click the 'Lemme redo this' button to clear chosen your roll.
Roll Dice

4. When 3 dice have been selected, click on 'Go! Dice roll!
'. The dice will roll, and your results will be displayed under 'Your Dice Roll'.
If and when two or more dice of the same level Summon Crests are rolled, the player can choose which monster can be summoned. Only one monster can be summoned per turn. All other Crests (besides the Summon Crests) are saved up in the Crest Pool.
(Example of a successful Summon Here) The summoned succeeds. Player acquires 3 Movement Crests. (Example of a failed Summon Here) The Summon fails. Player acquires 2 Attack Crests and 3 Magic Crests. -Monster Summon
If a player's Summoning is successful, he/she can choose one die from those showing a Summon Crest and play it on the field.
A maximum of 10 monsters (or items) can be summoned onto the Field per game.
Choose the dice by clicking on the appropriate selection. Press the 'SET IT' button to enter the selection. At this time, players will need to dimension their selection onto the field.

-Dimension
"Dimension" refers to the "unfolding" of a die and placing it as a flat, six-square piece on the Field. When players succeed in a Summon, a Dimension must also be preformed. After a die is placed onto the field, it cannot be rolled anymore.
-The first Dimension must be placed so the one side touches the Die Master are.
-All following Dimensions must connect to the player's dungeon pieces. (Ex: The edge of one square must touch another in order to be 'connected')
-Dimensions cannot be placed so that they overlap other dungeons, overlap any square directly horizontal or vertical to an obstacle, or stick out of the Field.
*Note: The Die which has been 'Dimensioned' cannot be recalled back for later use. Also, there will be times when you may not be able to summon a Monster because there isn't enough space for the Die to unfold.*
Building a Dungeon
To build your dungeon, you need to Dimension your chosen die onto the field.
1. When you press the 'SET IT' button, a dashed outline of the unfolded die in its current form will appear onto the field. A preview of the current formation will be displayed in the 'Dice Dimensioning View' box in the lower right hand corner of the main screen for you to view. Move the piece over the screen to align where you wish it to unfold. (Remember that the first dimension you do must connect to your Die Master, and then any piece after that must touch your pathway on at least one side.) Change the shape with 'Prev' and 'Next', or you may rotate the piece with the 'Rotate' button until its in which ever desired form you'd like. There are 40 possible ways to Dimension your die.
2. Simply click on the field where you wish your die to be unfolded, and the piece will be placed on the Field. Monsters (or items) will be summoned. 3. Continue to build a path way (your dungeon) towards your opponent's side of the field by following steps one and two how ever many times you see fit.