Cast the encounter a hundred times over
Pick your party and the creatures you mean to throw at them, choose how many fights to run — from 50 up to 500 — and every one is played to its end with real dice and tactical choices on both sides. You get the odds, not a guess:
- Will they survive? How often the party wins, withdraws or is defeated, with the uncertainty shown.
- Who drops? Each hero’s chance of falling, and who put them down.
- How long? The rounds a fight usually lasts.
- What it costs. The spell slots, focus and consumables the party spends to win.
The reading · 200 fights
89.5%
prevail
10.5%
withdraw
0%
fall
How often each hero drops
- Fighter7.5%
- Cleric31.5%
- Rogue25.5%
- Wizard21.5%
See why it went that way
Numbers alone are a poor omen. Open any fight of the check and watch it replayed step by step on the board — the moves, the rolls, the hits and the falls — like the one above. Beside the odds, the reading lists the reasons: where the party’s damage came from, and which foe dropped which hero.
Where the party’s wounds came from
- Ogre Boss · Ogre Hook85%
Who dropped them
- The Cleric fell in 63 fights — most often to the Ogre Boss.
Take the reins
Disagree with a choice the simulation made? Stop any replay at the step on screen, take control from there and play your side’s turns by hand, to see whether a different move would have turned the fight.
Walk the lone road
Solo adventures: choose a module and a party, then play it scene by scene — story choices, rests and fights, with each fight played by the hall or by your own hand. Your run is saved after every move, so you can leave and come back to it.
The doors open soon
Early access is opening soon. There is nothing to sign up for yet — come back to this hall and the doors will be open.
Early access opening soon