OFFICIAL RULES

Player's Handbook

Dice Godz: Sales Things
The Complete Rules Reference

Version 1.0 | January 2026

Table of Contents

1. Core Mechanic: Attainment

The heart of Dice Godz is Attainment - a universal measure that makes all dice equal in power while preserving their unique character.

Attainment = Roll / Die_Max

A Fire player rolling 3/4 ties a Water player rolling 15/20. Both achieved 75% of their potential.

Why Attainment?

Traditional RPGs let bigger dice dominate. In Dice Godz, a D4 Fire player is just as powerful as a D20 Water player - they simply express power differently. Fire strikes fast with high-risk urgency. Water flows patient with calculated precision.

Example: Equivalent Rolls
ElementDieRollAttainment
FireD4375%
EarthD64-567-83%
AirD8675%
WaterD201575%
OrderD1007575%

Resolution

Compare your Final Attainment against either:

Golden Rule: Ties go to offense. The party initiating the action wins when Attainments are equal.

2. The Eight Elements

Each element represents a sales archetype - a way of engaging with customers and closing deals.

Element Die Archetype Strength Risk
🔥 Fire D4 The Closer Urgency, decisive asks Burns trust if overused
🌱 Earth D6 The Builder Reliability, process Rigid, too slow
🌬 Air D8 The Scout Discovery, networking Scattered, avoids closing
🌀 Chaos D10 The Breaker Improvisation, reframes Inconsistent results
✨ Ether D12 The Storyweaver Narrative, meaning Too abstract
🌊 Water D20 The Steward Trust, empathy Under-asks
⚪ Order D100 The Strategist Systems, analytics Analysis paralysis
💰 Money D2 The Coin Binary decisions No middle ground

Element Specializations

🔥 Fire (D4) - The Closer

Best Moves: Close, Handle Objection, Position

Critical (roll 4): Immediate commitment unlocked - the customer says YES on the spot.

🌱 Earth (D6) - The Builder

Best Moves: Propose, Follow-Up, Handle Objection

Critical (roll 6): Process locks in - next step is guaranteed, no renegotiation.

🌬 Air (D8) - The Scout

Best Moves: Prospect, Qualify, Discover

Critical (roll 8): New decision-maker contact revealed - you find the real buyer.

🌀 Chaos (D10) - The Breaker

Best Moves: Handle Objection, Position, Prospect

Critical (roll 10): Complete reframe - the deal transforms into something better.

✨ Ether (D12) - The Storyweaver

Best Moves: Position, Delight, Discover

Critical (roll 12): Customer becomes evangelist - referrals flow automatically.

🌊 Water (D20) - The Steward

Best Moves: Discover, Handle Objection, Delight

Critical (roll 20): Lifetime customer created - they'll never leave.

⚪ Order (D100) - The Strategist

Best Moves: Qualify, Propose, Reflect

Critical (roll 100): Perfect system revealed - a template for all future deals.

💰 Money (D2) - The Coin

NOT a playstyle - invoked only at binary threshold moments like "Do they buy today?" or "Does credit check pass?"

3. Dice & Rolling

Standard Difficulties

DifficultyTargetWhen to Use
Easy55%Warm lead, established relationship
Standard65%Normal sales situation
Hard70%Skeptical buyer, competition
Heroic85%Must win against all odds

Critical Hits

When you roll the maximum value on your die (4 on D4, 6 on D6, etc.), you achieve a Critical Hit. This triggers:

Tip: Fire's D4 has a 25% chance to crit. Water's D20 has only 5%. Choose your element based on your preferred risk profile!

4. Attainment Shifts

Your base roll can be modified by situational advantages and disadvantages.

Final Attainment = (Roll / Die_Max) + Shifts

Shifts are additive. Maximum Final Attainment is 100%.

ConditionShiftExample
Relevant tool/equipment+5%Using CRM for pipeline action
Strong advantage+10%Perfect case study match
Element beats opponent+10%Fire vs Water in the wheel
Out of element action-5%Water player trying to close aggressively
Element weak to opponent-10%Water vs Earth in the wheel
Example Resolution

Scenario: Earth player (D6) proposes to skeptical buyer with a perfect case study.

  1. Earth rolls D6 → gets 4 (base attainment: 67%)
  2. Has Case Study Deck → +5%
  3. Case study matches buyer's industry → +5%
  4. Final Attainment: 77%
  5. Difficulty was Hard (70%) → SUCCESS!

5. The Elemental Wheel

Elements follow a circular progression where each has natural advantages and disadvantages.

Ether
🌬Air
🔥Fire
🌊Water
🌱Earth
🌀Chaos
Order
💰Money
(Ether)

Relationship Rules

RelationshipConditionEffect
StrongBeats next in wheel+10% attainment
WeakLoses to previous-10% attainment
ClashOpposite (±4 positions)Reroll once if tied
NeutralAll other matchupsNo modifier

Sales-Flavored Matchups

6. Win Conditions

When you WIN a roll with a specific element, you impose that element's Win Condition on the situation.

ElementWin ConditionEffect
🔥 FireMomentumNext action gets +5% if pressing forward immediately
🌊 WaterTrustOpponent reveals a true concern or constraint
🌱 EarthStructureLocks in next step (meeting, quote, contract)
🌬 AirAccessGain new contact, channel, or angle
✨ EtherReframeMay redefine what the deal is about
🌀 ChaosGlitchReroll once, OR force opponent to reroll
⚪ OrderClarityRemove one uncertainty (pricing, timeline, authority)
💰 MoneyDecisionBinary outcome is final, no re-negotiation

7. Phenomena

When the attainment difference is ≥20% OR someone rolls a Critical, a Phenomenon may trigger - a dramatic narrative event.

CombinationNameEffect
Fire + WaterSteam BurstHigh-pressure breakthrough, immediate pivot required
Earth + AirDust StormConfusion - must pause and clarify before proceeding
Ether + OrderAkashic LibraryPerfect script/framework appears, use for future deals
Fire + EarthVolcanic ForgeNew product/offer created in the heat of negotiation
Water + EtherDeep CurrentHidden truth surfaces, changes everything
Air + ChaosWhirlwindMultiple opportunities appear simultaneously
Order + MoneyFate LockDecision becomes binding precedent/policy
Chaos + ChaosDimensional RiftUnexpected inbound, sudden loss, OR surprise opportunity

8. The Ten Sales Moves

Every scene is made of Moves. Pick a Move, choose an element, roll attainment, narrate the outcome.

#MoveDescriptionPrimary ElementsD2D Context
1ProspectFind leadsAir, ChaosWalking territory
2QualifyAssess fit + authorityAir, Order"Is this the decision maker?"
3DiscoverUncover needsWater, Air"What do you use internet for?"
4PositionStory + differentiationEther, Fire"Fiber in your neighborhood"
5ProposeOffer + framingEarth, Order"Most pay $60-100..."
6Handle ObjectionOvercome resistanceWater, Earth, Chaos"I need to think about it"
7CloseAsk + commitFire"Can we schedule this weekend?"
8Follow-UpSecure next stepEarth, Order"I'll be back at 5pm"
9DelightExceed expectationsWater, EtherPost-install check-in
10ReflectLearn from outcomesOrderLog results, find patterns

Move Resolution Flow

  1. Describe the scene and stakes
  2. Declare your Move and choose element
  3. Roll die, calculate base attainment
  4. Apply relevant shifts
  5. Compare vs difficulty OR opposed roll
  6. Narrate outcome + apply Win Condition if successful
  7. Check for Phenomena if applicable

9. Customer Archetypes (D2D)

Five NPC archetypes for door-to-door training simulation.

👩‍🦳 The Skeptic (Water)

Mrs. Johnson | Current: Xfinity @ $89/mo | Difficulty: Hard (70%)

Weakness: Earth (facts convince her)

Pain Points: Slow speeds, price increases, bad support

Objections: "I need to think about it" | "What if service is bad?"

Win Condition to Exploit: Trust - get her to reveal true concern

👨‍💼 The Price Hunter (Fire)

Mr. Davis | Current: AT&T @ $125/mo | Difficulty: Standard (65%)

Weakness: Chaos (unexpected offers break his script)

Pain Points: Too expensive, bundled junk, locked in contract

Objections: "Can you beat their price?" | "Best you can do?"

Win Condition to Exploit: Momentum - he closes fast if you match energy

🧑‍💻 The Tech Enthusiast (Order)

Alex Chen | Current: Spectrum @ $149/mo | Difficulty: Hard (70%)

Weakness: Ether (vision makes specs matter)

Pain Points: Upload speeds, gaming latency, not true fiber

Objections: "IPv6 support?" | "Symmetrical?" | "What router?"

Win Condition to Exploit: Clarity - remove one technical uncertainty

👩‍👧‍👦 The Busy Parent (Air)

Maria Rodriguez | Current: Cox @ $175/mo | Difficulty: Easy (55%)

Weakness: Fire (urgency cuts through chaos)

Pain Points: Kids complain, bill rising, too busy for tech

Objections: "Don't have time" | "Husband handles this"

Win Condition to Exploit: Access - get to the decision-maker

👴 The Loyalist (Earth)

Bob Thompson | Current: Comcast @ $210/mo | Difficulty: Heroic (85%)

Weakness: Water (trust softens his rigidity)

Pain Points: Hidden fees, speed not as promised, customer since 2008

Objections: "Been with them 15 years" | "Change is hassle"

Win Condition to Exploit: Structure - lock in a specific next step

10. Coin Moments

The Coin (D2) is NOT a playstyle - it's invoked at dramatic binary threshold moments.

Rule: Roll D2. Result of 2 = YES. Result of 1 = NO. No attainment calculation - pure fate.
MomentQuestionWhen to Roll
Door Answer"Do they answer?"Before any conversation
Spouse Available"Is the other decision-maker home?"During Qualify
Time to Talk"Do they have 5 minutes?"After Approach
Install Today"Can we install today?"During Close
Credit Approval"Does credit check pass?"After Close
Referral Given"Will they give a referral?"During Delight

11. Character Progression

XP Sources

ActivityXP Reward
Complete any Move+10 XP
Win an opposed roll+25 XP
Trigger a Phenomenon+50 XP
Complete full sales cycle+100 XP
Score a Critical Hit+25 XP
Win multiplayer battle+50 XP
Lose multiplayer battle+25 XP

Level Thresholds

LevelNameXP RequiredUnlock
1Seed Stave0Primary Element only
2Sprout100+1 equipment slot
3Branch300First Signature Technique
4Trunk600Secondary Element access
5Canopy1,000+5% to one Move
6Elder Stave1,500Second Signature Technique
7Grove Keeper2,100Third Element access
8Forest Council2,800Mentor others (+XP sharing)

12. Multiplayer Rules

Real-Time Battles

  1. Create or join a battle room (6-letter invite code)
  2. Both players start when room is full
  3. Each round: secretly choose your element
  4. Both rolls revealed simultaneously
  5. Higher Attainment wins the round
  6. Elemental advantage bonuses apply
  7. Best of 3 rounds wins the battle

Battle Strategy Tips

Remember: In battle ties, the host (room creator) wins as "offense."

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