NEW Want to get a feel for some more complex scenarios?
NEW You can run some more simulations now - try drawing cards.

Dice Simulator!


Some more info!

Summoner Wars has a lot of cards and interactions which can alter and modify the dice results.
Take a look at the different abilities.
- Engage -
When an adjacent enemy attacks any card, if 1 or more Specials are rolled, the attack adds 1 less damage.
- Divine Shield -
Each time a friendly Citadel unit within 3 spaces of this unit is targeted by an attack from an enemy, roll 2 dice. For each Special rolled, reduce the attacking unit’s strength by 1 during that attack, to a minimum of 1.
Frost Shaman
- Unwieldly Magic -
When this unit attacks, if 0 Specials are rolled, no damage is added to the target.
Tundra Fighter
- Frenzy -
After each time this unit attacks an adjacent enemy card, roll a die. If a Special is rolled, you may force this unit 1 space. If you do, this unit may resolve an extra attack against an adjacent enemy card.
Royal Guardin
- Shove -
After this unit attacks an adjacent enemy common or champion, you may force that enemy 1 space.
- Life Drain -
Before this unit attacks, it may destroy a friendly unit within 2 spaces. If it does, during that attack, Specials = Swords
- Chain Shot -
After each time this unit attacks, if all dice rolled have a Box, it may attack again.
Aerie Stewart
- Worthy -
When this unit attacks, if it is adjacent to your Summoner, Special = Bow.
Frost Axe When that common attacks, Special = 2 Swords.
For Glory When this unit attacks, if 0 or 1 Specials are rolled, when adding damage to the target, add the same number of damage to this unit.
* Modified data provides numbers for damage to the attacking unit.
Burning Rage After this unit attacks an enemy card, if 0 or 1 Special were rolled, add 2 boost to this unit. Otherwise, remove 1 boost from it.
* 1 means 2 boost will be added. 0 means 1 boost will be removed.