DeFuZion! Wild Dice box art: a cartoon bomb with a skull and crossbones surrounded by dice

DeFuZion! Wild Dice

Good luck, have fun... DON'T EXPLODE!

  • 2-6 players
  • 15 minutes
  • Ages 10+
Notify me at launch View on BoardGameGeek

Math with explosives

DeFuZion! Wild Dice is a push-your-luck dice game where every roll is a math problem with a fuze on it. A row of cards stares you down. You roll five dice plus the Wild Die, reroll what you dare, then match one die to each card.

Scoring is pure absolute value: your damage is the distance between the card and the die, |card minus die|. Close counts, but close still burns. Bomb cards are crueler. Match the number exactly or eat 40 damage.

And just when you think you have it figured out, the player holding the Bomb Token gets to sabotage your turn by turning one of your cards into a bomb. Friendship not included.

Your FuZe is your life. Everyone starts at 100. If it drops below 0, you explode. Finish the round, and the surviving player with the highest FuZe wins.

In the box

Number cards from DeFuZion! Wild Dice

40 Number Cards

The row you are trying to survive.

Bomb card from DeFuZion! Wild Dice

10 Bomb Cards

Match exactly or take 40. No pressure.

Bomb token and bomb markers

Bomb Token + 5 Markers

The token is for sabotage. The markers flag the bombs.

Red standard die

5 Standard Dice

Honest red dice. They will betray you anyway.

Yellow Wild Die

1 Wild Die

Chaos in yellow. Never rerolled, never boring.

How a turn works

  1. Sabotage Window. Before you roll, any opponent holding the Bomb Token may slap it on one of your non-bomb cards. That card is a bomb for your turn only. The window slams shut the moment the dice leave your hand.
  2. Opening Roll. Roll all five standard dice plus the Wild Die at the same time.
  3. Resolve the Wild Die. Do this before any rerolls. Its result is locked in, and the Wild Die is never rerolled.
  4. Rerolls. Two rerolls. Keep the dice you love, reroll the ones that scare you.
  5. Assign and score. One die per card. Standards cost you |card minus die|. Bombs demand an exact match or deal 40.
  6. New round. After everyone has gone, deal a fresh Active Row for all players. The Bomb Token returns to the center.

The Wild Die

The six Wild Die faces

-1/+1, -2/+2, -3/+3

Nudge one finished die total up or down. Turn a near miss into a bullseye.

DeFuZe

Steal the Bomb Token, or send it back to the center if it was used against you.

Extra Reroll

Three rerolls this turn instead of two. Greed responsibly.

Lose a Die

One standard die goes away. Finish the turn with four and make them count.

Hot streak bonus: match all five cards exactly for a Total Lockdown (you take zero, everyone else takes 10). Roll five of a kind for a System Overload and ignore everything for a perfect zero.

Coming to Kickstarter April 2027

DeFuZion! Wild Dice launches on Kickstarter in April 2027. Leave your email and we will ping you the second the fuze is lit.

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From the prototype table