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Rune Dice Complete Guide 2026: Classes, Relics, and Builds
Rune Dice complete guide covering all 8 classes, relic priority, unlock order, dice synergies, NG+, and tips. Hub for every Rune Dice guide on the site.

This Rune Dice complete guide covers the physics-based roguelike from Smart Raven Studio. Your dice don't just land: they bounce off walls, collide with each other, and trigger chain reactions depending on how the throw plays out. That physics layer is what separates Rune Dice from dice-based card games where outcomes are purely random. You have throwing skill. Positioning matters. And when a run clicks, it clicks because you made something happen.
This is the complete hub for every Rune Dice guide on the site. Use it to find specific articles or to get an overview of how the core systems connect.
TL;DR: Rune Dice has 8 classes, a physics-based throwing mechanic, relics that dramatically change run trajectories, and a NG+ mode unlocked after your first clear. Warrior is the safest starting class. Necromancer and Archer are the highest ceiling picks. Bomb dice relics are worth prioritizing across most builds. Some classes (Archer) require unlock conditions. NG+ starts fresh at higher difficulty.
What is Rune Dice? (quick answer)
Rune Dice is a physics-based roguelike from Smart Raven Studio, published by Kwalee. It's available on PC, PS5, Xbox Series, and Nintendo Switch.
Each run is a series of encounters where you throw physical dice onto a board. Dice roll, bounce, and interact physically. Where they land and how they collide determines which magical effects trigger. You're not just selecting from a menu: you're throwing and watching chain reactions play out.
Between encounters, you buy relics and upgrade your dice pool at shops. Each run takes 20-45 minutes. The game has 8 classes, each starting with a different set of dice and a class-specific ability. After clearing the main run, New Game Plus unlocks.
Rune Dice launched May 2026 from Smart Raven Studio with a demo available on Steam. The main run is completable in a few hours; relic variety and class unlocks drive replay.
The 8 classes
Each class plays distinctly based on its starting dice type and special ability. Some are unlocked from the start; others require specific in-run conditions.
Warrior is the safest starting class. High HP, blocking dice that absorb damage when they land on a shield face, and no complex resource management. The Warrior teaches the core loop without punishing mistakes as hard as fragile classes.
Mage is spell-focused, with arcane dice that trigger elemental effects on specific landing faces. Higher damage ceiling than the Warrior, lower survivability. Mage runs reward players who understand face probability and throw angles.
Druid wins through attrition. Its kit leans on roots that lock enemies down, thorn defenses that punish attackers, and spirit summons that build up over a fight. The class is about surviving into the late game, where roots, thorns, and a growing spirit swarm slowly take over the board. Unlock it by defeating the Blight Druid in Hard Mode.
Archer is the game's highest-rated community pick after unlock. It deals precise single-target damage and excels at finishing weakened enemies, which makes it the best boss killer in the cast. The Archer's unlock condition isn't shown in the UI until you meet it (land a 40-value dice combo in one throw). Once unlocked, it's the class most high-skill players switch to as a main.
Necromancer builds a skeleton army at scale. Each successful throw that hits the skeleton face adds a skeleton to your army. Army size compounds through long runs. In the later rooms where enemy density is high, a full skeleton army is among the strongest outputs in the game.
Paladin runs heal-on-trigger dice with a holy shield passive. More defensive than the Warrior in sustained fights. The Paladin doesn't kill as fast but is the hardest class to die on, making it the second-best beginner pick after the Warrior.
Bard gets stronger the longer a fight lasts. It stacks buffs on itself and weakness on enemies, and those stacks compound into large damage multipliers in extended encounters. Merge-scaling lets it reuse actions and resources without losing value, so it shines in long, boss-heavy runs. Unlock it by merging dice into one worth eight or more.
Rogue is high burst, low HP, and combo-reliant. Rogue dice have specific setup dice that amplify damage when landed in sequence. High ceiling, punishing floor. Not recommended until you understand how throws affect relic interactions.
For a full ranked breakdown, the Rune Dice tier list covers all 8 classes from S to B tier with pick reasoning.
GODEEPER: S-to-C ranking for all 8 classes, best picks by experience level, and which classes scale into NG+. Rune Dice Tier List: All 8 Classes Ranked 2026 →
The relic shop between encounters. Bomb dice relics are consistently high-priority across most classes. Amplify relics pair with them to multiply the output.
- Rune Dice Class Unlock Guide: How to Get All 8 Classes: Rune Dice class unlock guide covering all 8 classes. Rogue and Mage start unlocked. Each...
The physics dice system
The core mechanic that makes Rune Dice different from other dice-based roguelikes: physics. Dice thrown onto the board don't land in a static grid. They bounce off walls, collide with other dice in play, and land based on your throw angle and force.
This creates three things standard dice games don't have:
Throwing skill. You can aim to hit obstacles for specific face outcomes. The Archer exploits this hardest: its arrow and wind dice hit harder the farther they land from the board center, so deliberate lateral throws outdamage lazy straight ones.
Chain reactions. A die bouncing into another die already on the board can change both outcomes. If you've stacked Bomb dice relics, that second die's explosion triggers off the first die's landing, creating multi-dice chains on a single throw.
Momentum on mistakes. A throw that goes slightly wrong can land in a better position than intended if the bounce geometry works out. The variance isn't pure randomness: it's physics variance, which you can read and adapt to faster than card-probability variance.
The key early skill: learn where your starting dice tend to land at different throw speeds. Most classes have a consistent physics behavior in their base dice. The Warrior's block dice are heavy and don't bounce far. The Mage's arcane dice are lighter and travel further on the same force.
GODEEPER: Full breakdown of class starting dice, best throw angles per class, and relic stacking that works with the physics system. Rune Dice Guide: All 8 Classes, Relics and Dice Synergies →
- Rune Dice New Game Plus Guide: NG+ Tips and Builds 2026: Rune Dice New Game Plus guide: how NG+ unlocks, what changes, which classes scale best,...
- Rune Dice Relics Guide: Best Builds and Relic Priority 2026: Rune Dice relics guide covering best relic picks, build priority by class, and the Amplify...
- Rune Dice Boss Guide: Beat Every Floor Boss & Webbed Dice: Rune Dice boss guide: how to beat floor bosses, counter webbed dice with Shuffle and...
- Rune Dice Physics Dice System: Throws, Merges & Chains: Rune Dice physics dice system explained: how throw angle and force decide merges, how chain...
- Rune Dice Necromancer Build: Snowball the Skeleton Army: Rune Dice Necromancer build guide: survive the weak early floors, ramp Soul tokens and the...
- Rune Dice Archer Build: The Two-Volley Lateral Throw: Rune Dice Archer build guide: the lateral throw that scales arrow and wind dice, the...
- Rune Dice Archer Build: Lateral Throws & the 40-Combo Unlock: How the Archer's arrow and wind dice scale with distance from center, plus the hardest unlock in the game.
- Rune Dice Mage Build: Adjacency Chains and 3x Amplify: Rune Dice Mage build guide covering adjacency chains, burn vs freeze focus, and the 3x...
Relics: the run-defining system
Relics are the core progression layer that makes each Rune Dice run play differently from the last.
Bomb dice relics are consistently the highest-priority pickup in most classes. A bomb die that bounces into a cluster of enemies before exploding outputs more damage than a direct hit on a single enemy. The physics system amplifies bomb relics specifically because you can aim bounces into groups.
Amplify relics multiply the next die's effect after a trigger condition. Stacking 3x Amplify with 1x Gravity is a known late-run combo: Gravity holds dice in position briefly after landing, giving Amplify time to chain. This combination can one-shot bosses if the approach floors have enough Amplify pickups.
Start relics (relics that appear in the first encounter) are worth less than they appear. They're not guaranteed in every run: they appear as rewards from hard fights or specific rooms, not on a fixed schedule. Don't plan a build around a start relic appearing.
Relic priority general rule: take relics that modify your existing dice type first. A Mage who takes Warrior relics gets less value per item than a Mage who stacks arcane-trigger relics. Build coherence matters across a full run.
How to unlock all classes
Not every class is available at game start. The Archer in particular has a non-obvious unlock condition that multiple community members have asked about, and the game doesn't show unlock requirements until you've triggered them.
What the community has confirmed: Rogue and Mage are available from the first time you open the game, with no unlock condition required. The other six classes each unlock through a specific in-run condition documented in the class unlock guide.
The Archer is the one players consistently get stuck on. It's the most searched unlock question in the community. The unlock condition is tied to completing a specific in-run action, not just clearing the dungeon. The exact trigger isn't shown in the UI at all, even after you've met the prerequisite. Many players complete the condition without realizing it and only see the Archer available on their next visit to the class select screen. That's why the question keeps appearing in community threads: the unlock feedback is nearly invisible.
The Rogue and Necromancer have their own conditions. Necromancer's unlock is tied to a specific room interaction rather than a general run milestone. The Rogue's condition is run-based but more obvious once you know what to look for.
The community thread on r/RuneDice has the most complete documentation of every class's unlock condition. It's the best reference until the full unlock guide goes up. The class unlock guide has since been published at /blog/rune-dice-class-unlock-guide-all-classes-2026.
- Rune Dice Druid Unlock Guide: Blight Druid Boss Strategy: How to unlock the Druid by defeating the Blight Druid in Hard Mode, plus all three heroes (Darwin, Bear, Groot), the four exclusive dice types, and build tips for the attrition playstyle.
New Game Plus
NG+ unlocks after you clear the main run for the first time. It's the game's replayability layer past the initial clear.
What NG+ changes:
- Enemy HP and damage scale upward
- New encounter modifiers appear that don't exist in base runs
- Boss behavior includes attack patterns not in the standard fights
What NG+ doesn't change:
- Your class's starting dice. NG+ starts fresh, same as a regular run.
- Relic availability. The same pool applies.
- Run structure. It's the same dungeon, harder.
The main community question about NG+: "I unlocked it but have no idea how to use it." You use it by selecting New Game Plus at the class select screen. There's no separate mode menu.
What to expect in your first NG+ run: the HP scaling makes run length matter more. You won't clear rooms as quickly as a practiced base run. The skeleton army advantage for the Necromancer shows up more clearly here because it scales with the number of encounters, and NG+ rooms have more enemies per fight. The Archer's consistent output becomes more valuable when single kills take longer.
The encounter modifiers in NG+ include effects that change how dice interact with the floor and which faces count as crits. Some are beneficial (they amplify your build on the right class) and some are hazards. Reading the modifier before each encounter and planning your throw angle around it is a skill that base runs don't teach. It's one of the things that makes NG+ feel meaningfully different rather than just harder.
For your first NG+ attempt: run Warrior or Paladin if you haven't already. Both are forgiving enough to learn the new encounter patterns without getting eliminated in the first room. The fragile high-ceiling classes like Rogue and Mage require a more refined throw technique to survive the HP-scaled rooms.
NG+ is intended for players who've cleared the main run and want challenge. The community consensus is that Necromancer and Archer scale best because their output grows with run length. The Rune Dice New Game Plus guide covers the specific encounter modifiers and which classes handle the difficulty increase best.
How long to beat Rune Dice
A single run takes 20-45 minutes depending on class and playstyle. Warrior runs faster because blocking reduces the number of throws needed to survive tough rooms. Necromancer runs slower in the late dungeon because the skeleton army complicates encounter resolution, but it's also the hardest class to die on once the army is built.
Reaching the credits for the first time typically takes 2-4 hours: one or two failed runs to learn the physics system, one or two more to build understanding of relics and positioning, and then a clear run. Players who pick Warrior or Paladin first tend to clear faster because both classes are forgiving of early mistakes.
After the first clear, NG+ adds the same run time at higher difficulty. Players who want to complete every class or find all unlock conditions typically log 8-12 hours before they've seen everything the base game offers. The game doesn't have a 100% checklist internally, but the community has documented all class unlocks and the full relic pool.
Speed runs are an emerging category. The current fastest clears hover around 18 minutes for optimized Archer builds that chain bomb dice reactions through entire rooms in single throws.
Tips that apply to every class
Bomb dice over everything on pickup. Unless you're mid-build on a specific damage type, bomb dice relics are the most universally applicable pickup in the game. Take them.
Watch the bounce geometry. Your first two runs, throw at different speeds and angles to learn where your starting dice land. That knowledge pays off on every subsequent run.
Don't fill your dice pool with filler. Adding dice that conflict with your relic setup is worse than having fewer dice. A tight 5-die pool where every die triggers at least one relic is stronger than a 10-die pool with dead draws.
The boss weak spot is visible before the fight starts. Each boss room has a brief preview of the boss before combat begins. Use it to read the weak spot position and plan your opening throw.
On the last boss: this encounter plays by different rules than the mid-dungeon bosses. One community thread flagged it as the "least fun mechanic" because it forces normal dice when you've spent the whole run curating specials. Going in expecting this fight to play differently is better than going in expecting another physics combo.
Boss rooms preview the arena before combat. Read the weak spot position and plan your first throw before the encounter starts.
All Rune Dice guides
- All Rune Dice coverage: every Rune Dice guide, review, and news post published on GameBrief, in one index.
- Rune Dice Guide: All 8 Classes, Relics and Dice Synergies: full class breakdown, best relic priorities, throw mechanics, and how the physics system works for beginners.
- Rune Dice Tier List: All 8 Classes Ranked 2026: S-to-C ranking for every class with best-pick guidance by playstyle and experience level.
- Rune Dice Druid Unlock Guide: Blight Druid Boss Strategy: how to unlock the Druid by defeating the Blight Druid in Hard Mode, plus the three Druid heroes and exclusive dice types.
- Rune Dice Classic Mode: All 3 Locations in One Run: Classic Mode announced May 21, playtested May 28 to June 4, and has since fully released (v1.1.0, approximately June 22, 2026).
References
- Rune Dice on Steam: store page, system requirements, patch notes
- r/RuneDice on Reddit: community tips, build discussions, and class unlock questions
- Smart Raven Studio on Steam: developer page and update history
Frequently asked questions
What is Rune Dice? A physics-based tactical roguelike where you throw real dice that bounce and interact. 8 classes, relic system, 20-45 minute runs, NG+ after first clear. PC, PS5, Xbox Series, Switch.
How many classes are in Rune Dice? 8: Rogue, Mage, Warrior, Paladin, Druid, Bard, Necromancer, and Archer. Rogue and Mage start unlocked; the rest require unlocks. The Archer is the most-asked-about unlock and has a non-obvious condition.
What is the best class in Rune Dice? Necromancer and Archer are S-tier. Warrior is the best beginner pick. Full tier list at the class ranking guide.
What are relics and how do I use them? Passive items found in shops and rewards. They change how your dice behave on trigger conditions. Bomb dice relics and Amplify relics are the strongest general-purpose pickups. Build around relics that match your dice type.
How do you unlock classes? Some unlock from the start, others require specific in-run conditions. The Archer is the most commonly asked about. See the Rune Dice class unlock guide for every condition and the fastest route.
What is NG+ in Rune Dice? A harder difficulty mode unlocked after your first clear. Enemies scale up, new modifiers appear, but you start fresh each run. Select it at the class choose screen.
Is Rune Dice worth it? Yes for fans of short-session roguelikes. Mostly Positive on Steam (~950 reviews). Label is correct; count has grown past 850.
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Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.
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