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Guild of Six
Roll · Forge · Take to the road

Guild of Six

A dice game with a workshop. Five dice, up to three rolls – and every score brings more than points: it also yields materials. Out of them, you craft charms. Luck turns into a plan.

  • No ads
  • No in-game currency
  • Plays offline
  • No account

Coming soon to Google PlayGuild of Six is currently in closed testing.

For Android, in English and German, works with TalkBack.

Try a roll Example

Ashford

No charms yet, just like at the start of the journey.

Full house

Value59 Power4 236
  • Plus:
  • Iron
  • Brass

Value = base value of the combination + pips of the dice that count. Calculated by the app’s rules. In the game you then decide when to score – three scores per station.

The rules in three steps

How to play

  1. Step 1 of 3

    Roll

    Five dice, up to three rolls: pairs, straights, full house and five of a kind. Hold what fits and reroll the rest. The game picks the best reading of your dice by itself.

  2. Step 2 of 3

    Score

    Every score has two pots: value × power = points. Three scores per station must together reach the test piece. And every score yields materials – brass, iron, crystal, moondust.

  3. Step 3 of 3

    Forge

    Between two towns you stop at the workshop: craft charms, regrind the faces of your dice, trade what you don’t need. Then the journey goes on.

Workbench · Forge · Trader

The workshop

  • Workbench: Two materials make a charm. There are 21 recipes, and you discover most of them yourself – riddles in the guild book hint at what belongs together. Charms can be refined, most of them up to level 3.
  • Forge: Grind the faces of your dice, add ember notches or a moon face. The changes last for the whole journey.
  • Trader: Three of the same material for any one.
  • Guild book: Look up every recipe – even in the middle of the workshop. And a slip can be undone.
  • No hidden maths: Every score is calculated step by step. You always see which charm did what.
  • Copper engraving of a plain copper ring with green patina spots.
    Copper RingAlways more power
  • Copper engraving of a small anvil.
    AnvilMore power on three, four or five of a kind or a full house
  • Copper engraving of a copper die with a single pip and a four-leaf clover hanging from it.
    Lucky OneEvery lit one multiplies the power
  • Copper engraving of a medallion with three eyes arranged in a triangle.
    Three-EyeEvery lit three adds value
Six journeyman years

The story

Long ago, the six finest dice makers in the land carved a single die together: the First Die. No one has seen it for generations, and in Sixwells the space between the fountains stands empty.

Whoever wants to become a master sets out on the journey: eight towns, eight test pieces – from Ashford to Sixwells. Each town was home to one of the founders. Your mentors Anselm, Wendel, Marthe and Almut send you on your way, each with their own voice, strengths and weaknesses. Every new guild rank starts a new year on the road, and the towns tell you more – until you know where the First Die belongs.

Copper engravings, a map of your journey and town ambience accompany you.

Copper engraving: six dice makers in work clothes lean over a workbench by candlelight, a small die in the middle.
The six founders, from the prologue. The illustrations were created with AI assistance.
Engraved map at night: a road winds from a village by the river past a mill, a harbour, a mountain town and a glassworks up to a town with six fountains.
The map of the journey: from Ashford to Sixwells.
From the game

What it looks like

  • Prologue, plate 1 of 4: “The six founders”, an engraving of the dice makers at the workbench, followed by the opening of the legend.
    Prologue: the legend of the First Die
  • Start screen “Guild of Six” with the buttons New journey, Daily journey, Guild book and Settings; below, “Your guild”: Senior journeyman, 1 of 24 letters, 3 of 21 recipes.
    The guild hall
  • Game table in Sixwells: test piece 1,006 of 15,000, four ones – three of them held – and a six; below, four of a kind with value 64 times power 255.6 equals 16,358.
    At the game table
  • The calculation runs step by step: +1 above four dice, the Lucky One charm lights up, line “Lucky One: power ×1.6”.
    Every score calculated
  • Title card “Station 4 of 8: Highstone” with an engraving of a mountain town and a stonemason; below, a paragraph about Brun, the founder of the Three.
    Eight towns, eight stories
  • Workbench: the charm Crown of Six is refined to level 2 with two embers; below, the stock of materials and the Refine button.
    At the workbench
  • Trader: swapping three iron for one dew, with the guild trial “Haste” in Highstone at the top.
    At the trader
What awaits you

No two journeys are alike

8 towns

Guild trials

Fog, Rust, Haste and other trials change a town’s rules. You can see on the map in advance which ones lie ahead.

4 mentors

Their own strengths

Anselm plays with no special rules. Wendel, Marthe and Almut each bring an advantage and a drawback – so the journey plays differently with each of them.

6 ranks · 24 letters

From journeyman to master

Six guild ranks from Journeyman to Master of Six, separately for each mentor: 24 master’s letters to earn.

Every day

The daily journey

The same rolls for everyone, comparable on the same day. No streak to break and no reminder to pull you back.

Who it’s for

Who is the game for?

Dice fans

You know the game with five dice and three rolls and want to make more of it than luck.

Tinkerers

You like to do the maths, combine charms and crack riddles until the guild book is full.

Fair-play fans

No ads, no energy, no waiting, no in-game currency. Play as long as you like – and stop whenever you like.

Played fair

What’s free – and what costs

No subscription, no in-game currency, no ads. The only thing that costs is a single one-time purchase.

Free

$0

  • Mentor Anselm (Workshop)from the start
  • Mentor Wendel (Smith)reach station 4
  • Ranks Journeyman, Senior journeyman, Workmasterfree
  • Daily journeyfree
The Guild Charter · one-time purchase

$3.79

  • Mentor Marthe (Glassblower)score 3 straights on one journey
  • Mentor Almut (Moon Reader)roll five of a kind
  • Ranks Chief master, Guild master, Master of Sixincluded
  • The end of the storyincluded
  • Future mentors and journeyman challengesincluded

You also unlock Wendel, Marthe and Almut through a deed. During closed testing everything is free. US price as of October 2026; in Germany €3.99. The price Google Play shows at checkout is what counts.

Questions

Frequently asked questions

When will the game be available?

Guild of Six is currently in closed testing on Google Play. As soon as it is available to everyone, the link to the store listing will appear here.

Do I need an internet connection?

No. The game runs offline, including the daily journey: your device creates it from the date.

Is there an iPhone version?

No, Guild of Six is only available for Android.

Is this gambling?

No. There is no money at stake, no loot boxes and no in-game currency. The dice bring chance into play – what you make of it is down to holding, charms and the forge.

Does the app collect data?

No sign-up, no account, no ads, no trackers. Your progress stays on your device. The details are in the privacy policy (in German).

I have a new phone. Are my progress and the Guild Charter gone?

No. The Guild Charter is tied to your Google account; “Restore purchase” brings it back. Your progress comes along with Android backup or the data transfer when switching phones, if it is turned on.

Which languages does the game support?

English and German. It works with TalkBack.

How were the pictures made?

The copper engravings were designed in Canva with AI assistance. The sounds are public-domain recordings (CC0).

I have a question or found a bug.

The guild awaits you.

Eight towns, six founders, one lost die.

Coming soon to Google PlayFree to play up to Workmaster.