
Krig: The Dice Game
A downloadable dice game
Want to try a quick and exciting dice game? Grab your favorite polyhedral set, a friend who’s ready for battle, your favorite snack, and get started with the rules below.
Krig is a dice combat microgame for two players that blends luck and strategy in fast-paced matches. Each player uses a set of polyhedral dice with the following functions:
- d20: hit points.
- d10: agility.
- d8: defense.
- d6: attack.
- d4: parry.
The goal of the game is to attack the opponent until their hit points d20 is reduced to 0, thus winning the match.
To start, set your hit points d20 on the table, displaying 20 points. To decide who goes first, roll and compare your agility d10 with the opponent. If there is a tie, reroll.
On your turn, you may choose to attack, defend, charge, or parry. Your turn ends after taking one action.
To attack, roll your agility d10 and attack d6. The opponent subtracts the attack d6 result from their hit points d20. If the agility d10 result is 1, the attack misses; if the result is 10, the attack is a critical hit. Critical hits deal damage directly to the opponent’s hit points d20, ignoring any defense.
To defend, roll your defense d8 and place it next to your hit points d20 to activate it. When attacked, your defense d8 absorbs damage, decreasing its value until it is reduced to 0. If any damage remains after this, subtract it from your hit points d20. Your defense d8 remains active across turns, and cannot be rerolled while it is active.
To charge, pick up your agility d10 and pass your turn. On your next turn, you must attack using your agility d10, attack d6, and defense d8. The opponent subtracts the combined results of the attack d6 and defense d8 from their hit points d20. If your defense d8 was active, it is reduced to 0 after the attack is completed. Charge attacks may either miss or critically hit based on the result of the agility d10.
To parry, roll your parry d4 after the opponent attacks. The parry is successful if the parry d4 result is equal to or greater than the opponent’s attack d6 result. If the parry succeeds, you avoid the attack, and take an additional turn. If the parry fails, the attack hits you, and your turn ends. Critical hits and charge attacks cannot be parried.
Ready to print and play? Download the files, which include:
- Two player boards: Sun and Moon.
- Rules for the base game.
- An expansion called Krig: Intervention.
- Full color and low-ink versions.
- No-cut edition for effortless play.
- Pages in A4 and letter sizes.
Also get editable files (.ai, .psd, and .pdf) for a small donation!
Help translate the player board into your own language by filling out this form, which also lists the languages available in the Multilingual Boards file.
Enjoyed the game? Please consider leaving a review on BoardGameGeek.
| Updated | 2 days ago |
| Status | Released |
| Category | Physical game |
| Rating | Rated 4.7 out of 5 stars (7 total ratings) |
| Author | Alejandro Díaz |
| Made with | Adobe Photoshop, Adobe Illustrator |
| Tags | battle, Board Game, combat, Dice, One-page, polyhedral, Print & Play, Tabletop, Tabletop role-playing game, Two Player |
| Average session | A few minutes |
| Languages | Afrikaans, Arabic, Danish, German, Greek Modern, English, Spanish; Castilian, Spanish; Latin America, Persian, French, Indonesian, Italian, Korean, Dutch, Portuguese (Portugal), Portuguese (Brazil), Slovak, Swedish, Vietnamese, Chinese |
| Accessibility | High-contrast |
| Multiplayer | Local multiplayer |
| Links | BoardGameGeek |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Rules Clarification for Intervention Tokens2 days ago
- Multilingual Player Boards Now AvailableApr 09, 2025
- Krig: Intervention is Out!Apr 01, 2025




Comments
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Hi!! love the game it's amazing!
I have a tiny question about "Intervention", because the instructions say:
Each player starts with 3 intervention tokens that ***can be spent once per game***
.....
-You may spend an intervention token in the same turn as the opponent, ***with no limit on consecutive uses.***
what does that mean, on the third point? because as far as I understand, you can use 1 intervention token ONCE, per round, during the 3 matches total, meaning that you can use 1 intervention move once every round..? or maybe I misunderstood how the rules are written? I've read them in my main language, spanish, and in english just in case it was some kind of syntax difference, but I get confused at the same part by the same reason
or maybe I can use all my tokens in one single round out of the 3 matches? sorry for the question, I wanted to understand properly
I'm glad you're enjoying the game!
I understand the wording may be confusing, but I didn't find a better way to describe it. Basically, this is what it means:
- Players start the game with three intervention tokens.
- These tokens may be spent on a game, all three of them.
- These tokens may be spent on a single turn, all three of them (e.g. you may force the opponent to reroll three times in a row).
- After the game finishes, players start a new game with three tokens, regardless if they spent them.
Remember that Krig: Intervention matches are played in a best-of-three format (you must win two games to secure victory).
Let me know if it's still unclear, and I'll gladly try to help.
OOHHH now that makes much more sense! thank you!! I was so confused honestly, thank you so much for clearing that out!
If you don't mind the help, maybe you can just take out the part that says "can be spent once per game" and add some small details, with this part of the text looking like this in the end:
Intervention helps mitigate the luck of dice rolls during the game. Each player starts every game with three intervention tokens that can be spent with no limit on consecutive uses, until there are none to be used. (Intervention tokens reset after every game is over.)
Here is how it works:
• After any dice roll, you may spend an intervention token to reroll your dice or force the opponent to reroll theirs.
• You choose which dice to reroll. For example, after an attack, you may reroll the agility d10, the attack d6, or both. You also choose the dice when forcing the opponent to reroll.
• You may spend an intervention token in the same turn as the opponent.
(you could even add the short explanation that you mentioned in your reply)
- Players start the game with three intervention tokens.
- These tokens may be spent on a game, all three of them.
- These tokens may be spent on a single turn, all three of them (e.g. you may force the opponent to reroll three times in a row).
- After the game finishes, players start a new game with three tokens, regardless if they spent them.
that should work well, as long as it's clear that a Match is composed by a set of 3 games. That would make an obvious distinction that you can use 3 tokens per game, which equals to possibility of using 9 tokens total in a Match. thanks again for the reply, and you made a really fun game! I was dying to be able to use the dice I got, in a setting that's not DnD exclusive
Thanks for the suggestions! I'll try to modify the rules, but I won't be able to fit all the points — one of the formats is very tight on space. Hopefully I can clear them up.
Love this game. Although I altered the parry rule a little bit. I roll the D4 against the D10. If you roll equal to or better than the D10 it’s a successful parry.
Hey i really like the idea. but unfortunately i dont understand the parry mechanic and would need some clarification.
it says i can choose to PARRY on my turn. what happens when i choose parry (ending my turn) and my opponent does not attack in his next turn? did i "waste" a turn? And if he attacks and i parry sucsessfully, do i get 2 turns in a row, since it says i take an additional turn?
another way i could understand it: I take my tun to PARRY right after an incoming attack, so before calculating damage. if i succeed with it, i recieve no damage and i get another turn right away, but if i fail: the damage comes through and its my opponents turn again immediately... this method would mean every d6attack showing a 1 could get parried automaticly basically. (edit: this way would make d4Parry more of a reaction, which gives my opponent an additional turn if i fail, and "just" negates damage on success)
Your second interpretation is correct: you parry right after the opponent attacks. If the parry is successful, you reveive no damage and take another turn; if it's unsucessful, you take the damage and it's your opponent's turn.
You're also correct in that an attack of 1 would always be parried successfully. You could house rule it so that declaring "parry" would be enough, unless:
A. The attack is a critical hit, which cannot be parried.
B. You're charging, in which case you must receive the damage and then attack.
C. You have a defense of 1, and, for tactical reasons, you'd prefer to reroll your defense.
Keep in mind, however, that Krig: Intervention matches shouldn't be played with that house rule. If you achieve a perfect parry (rolling a 1 on your parry d4), you'll gain a +1 bonus on your next attack.
Also, practically speaking, a player may forget to parry an attack of 1, in which case their error results in damage taken.
thank you for the quick awnser!
Hi,
Can you choose to deactivate your defense die and on the next turn roll it again or it must reach zero to be deactivated first ?
Hey! You cannot deactivate your defense. You're stuck with its value until it reaches zero (unless you charge attack, of course).
Hi there! I would like to contribute but I don't have paypal. Is there another way?
Unfortunately, I'm unable to receive payments other than through PayPal. I appreciate the support, though!
Absolutely beautiful! I kinda hate PvP and dice-games, but this is so great I want a physical copy :D. Cheers.