Dice Warriors
The main adventurer group that the player recruits and assembles into a party, with members differing in roles and abilities.
How it plays
Players roll dice to move across branching adventure boards. Landing spaces can trigger battles, shops, events, treasure, or route changes, so movement is partly strategic and partly luck-driven.
The party fights enemies in turn-based encounters, using attacks, abilities, items, and equipment. Progress comes from winning battles, improving the adventurers, collecting resources, and reaching the objective of each scenario. Multiplayer support is a central part of the design, although the exact number of active participants and available character choices can vary by mode.
Plan your run
Plan around the possible movement range instead of treating every roll as a simple race to the goal. When several routes are available, compare nearby shops, recovery spaces, treasure, and dangerous encounter zones before committing to a direction.
Keep enough healing and combat resources for the final portion of a scenario. Improve equipment when practical, but avoid spending everything before a difficult route or boss encounter. In multiplayer, coordinate movement choices and resource use rather than allowing every player to act independently.
Meet the cast
The main adventurer group that the player recruits and assembles into a party, with members differing in roles and abilities.
Before you begin
Treat dice results as a planning resource: check the spaces you can reach before choosing a route.
Save healing items and useful equipment for dangerous late-stage encounters.
Use multiplayer discussion to agree on routes and share scarce resources.
Sugoro Quest: Dice no Senshitachi is a Japanese fantasy role-playing board game developed and published by Technos Japan for the Nintendo Entertainment System in 1991. Players guide adventurers across dice-driven maps, where movement determines encounters, battles, treasure, and other events. The game mixes tabletop-style randomness with character growth, equipment decisions, and tactical combat rather than presenting a conventional linear dungeon crawler. Its colorful presentation and unusual hybrid design give it a distinct identity within the NES library. It remained a Japan-exclusive curiosity and received limited attention outside Japan, but is remembered by specialist players for its four-player-oriented party format and inventive use of dice.
Catalog entry maintained by EmuGamers Editorial Team
Community discussion
What are players saying? 0