Your health, enemy health, attacks, blocks, buffs, mana, gold - all fair game.

The numbers in encounters.

Heck, and thats before you kick off scribbling in the rulebook.

Fighting a green goblin guy with a Dyson Sphere in Diceomancer.

I can turn every copy of a number into zero!

I can gain effectively infinite mana!

I can use every card in my hand!

Fighting a squirrel on the road in Diceomancer.

(As long as I have thirteen of them and they all have different names!)

I can play a very very angry frog!

Its yer good old blend of tried and true ideas, fused to refreshingly new ones.

Big numbers in huge font in Diceomancer.

Beyond their cards, the classes have abilities that can make you view the whole game differently.

But then you remember that sometimes low numbers are good numbers.

Its silly, borderline excessive, but it works.

Charting a path through encounters in Diceomancer.

The price is longevity.

Or leave it there!

For many, that will be a sensible stopping point.

This butch rat is going down in Diceomancer.

Besides, honing optimal strategies isnt really the point.

One encounter makes you a participant in aloss aversionstudy.

With great power comes diminished replayability, but thats fine.

Fishing, for some reason, in Diceomancer.

A very very angry frog card in Diceomancer.