Super Dice Battle – Board Game Review

by | Oct 18, 2025 | Board Game Reviews, Reviews

A copy of Super Dice Battle was provided by the designer for the purposes of review

Super Smash Bros is a pretty integral part of my teenage years. Many hours were consumed duking it among my friends, be it on the N64, GameCube, or Wii. So when Super Battle Dice was pitched as an homage to Super Smash Bros, I was instantly intrigued. For what it’s worth, I’ve always been a Link main, and I’ve never been a “Final Destination, no items” type of player. I revel in the chaos the items bring.

If I’m being honest, 90% of the reason I keep the items on is specifically for the Home Run Bat. Hearing that sound when the bat cracks the opposing players, it makes my toes curl with joy.

-AHEM-, I’ve gotten off-topic. In Super Dice Battle, players take control of one of the four asymmetric characters, and engage in real time combo building. Using D8’s, you roll your dice, then you can commit one of those die results to one of your combos. Then, keep rolling your dice! When someone completes an attack combo, they shout out “COMBO!” to stop everyone else from rolling. They designate a target, roll the Combo dice to determine damage, the target has a chance to resolve a defense combo, if they have one queued up, then, play continues.

Super Dice Battle offers two victory conditions. Either, the first player to KO 3 other players, wins the duel. Or, in a stock battle, the last player standing, is the overall winner. And for those of you who abhor real time games (I don’t get it, but you do you), there is a slow mode where instead of rolling all your dice as fast as you can, players roll once, all commit together, then roll again once everyone is ready.

With games taking 5 to 10 minutes per brawl, Super Dice Battle is an easy game to play back to back. The frantic dice rolling has all players constantly engaged, and the tension grows with each passing second as the dice clatter over and over. You’ll see your opponent’s dice pools getting smaller and smaller as they assign the dice to their combos, until they’re rolling one die over and over again, trying to get a specific result.

Super Dice Battle Character board

Which is perhaps one of the main frustrations with Super Dice Battle. Your dice pool is limited to 4 dice. Most of the light combos only require two dice, with a third being used to augment the combo a little. Heavy combos require 3 dice, while the support and defense combos need 1 or 2 dice each. You can work towards building multiple combos at once, or socking away one of your dice on your defense skill, but you’ll find yourself stuck rolling one die over and over, trying to get a specific result.

But you don’t have to live so cautiously. Neglect your defenses and focus all your attention on the heavy attack combo to really sock it to your opponents. After all, no risk no reward, right?

However you choose to fight, the first person to complete an offensive combo shouts “COMBO!” and grabs the combo die, a large white die with a bunch of pips. Everyone has a moment to breathe while they commit their final roll, and then the attacking player designates their target, and rolls the combo die to determine how much damage they’re dishing out to their opponent. If your target has a defensive combo, they can trigger that, but once damage has been dealt, you make sure the target hasn’t exceeded its damage threshold, and the game continues.

Super Dice Battle Character Board

The combo dice can range anywhere from devastating to ineffectual, depending on the result you roll and the combo you chose. Some combos will add damage for the spiked pips, while others, won’t.

Super dice battle seeks to emulate a real time fighting game using dice, but it feels like it’s running up against the limitations of the medium. It’s not uncommon for multiple players to have a defensive combo, then just take pot shots at each other until something changes. Sometimes in a larger player count game, there would be a cascade effect. One player would attack another, then before that player could reset their defensive combo, the other two would pile on, as it was the most efficient use of their dice. The restrictive dice pool ensures players can’t have all their combos filled at the same time, but it also results in players rolling a single die over and over and over, trying to hit a specific result.

I always recommend playing the real-time mode, as the turn based mode feels wrong for a game seeking to emulate a frantic brawl. On the subject of the frantic brawl, the COMBO call, which initiates the damage step, feels like a jarring halt. You go from rolling and evaluating as quickly as possible, to a still moment where you evaluate all your opponents situations, and then select your target based on a carefully calculated decision. The frantic feeling is lost at this moment, but thankfully everyone is back to rolling again soon enough. The asymmetric player abilities are both a boon and a bane. I love changing my characters and how different each one feels to pilot. But having wildly different abilities slows down that damage step as players squint to read what each other player can do, or how they can react or counter the incoming attack. The rulebook does tease more characters coming in the future, so look forward to that!

Part of me wishes there was more to Super Dice Battle. For a game seeking to emulate Smash Bros, I’d love it if there were some environmental obstacles to overcome, or items to give specific combos a bit of extra punch. But for every element you try to add, the bloat and complexity increases exponentially, and I’m not sure if it would result in a better game at the end of the day.

Super Dice Battle does manage to capture some of that chaotic, competitive energy that made late-night Smash sessions so memorable. But it also occasionally manages to get in its own way. The small dice pools and abrupt pauses can undercut the momentum it’s trying to build. Still, for a quick, rowdy filler that thrives on tension, Super Dice Battle manages to deliver plenty of rambunctious fun, provided you don’t mind a bit of die-rolling repetition in your game.

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