
Tumble Junction
A golden-hour railway dice roguelike. Your locomotive hauls a stack of cargo crates, every crate holds a die, and those dice are both your health and your attack — lose a crate, lose a die. Haul-offs against rival engines resolve in tumbling dice rolls where the sum is your damage, holding dice to reroll the rest is the push-your-luck dial, and rolling exactly 13 wakes the Rail Jinx, a soot-sprite who takes his cut out of your hull. Thirteen stops up the line — seven duels, six depot drafts of lanterns, plating, and crew — to the Baron at the summit, whose own 13s hit you for 13 instead. Roguelite runs of 10-16 minutes, three unlockable engines, and a seeded Daily Haul where everyone rides the same line, with a leaderboard and streaks.
About Tumble Junction
Tumble Junction is a dice roguelike set on a prairie railway at golden hour. Your little engine hauls a stack of cargo crates, and every crate holds a die — those dice are your health, your attack, and your decisions, all at once. When a rival engine pulls alongside for a haul-off, you roll what you carry: the sum is your damage, and every crate you lose is a die you don't roll next turn.
Push your luck, mind the thirteen
- Hold and reroll. Keep the dice you like, tumble the rest — once per turn. Greed is rewarded right up until it isn't.
- Exactly 13 wakes the Rail Jinx. A soot-sprite scrambles out of the smokestack and takes his cut out of your crates. The amber ticker warns you when a reroll is flirting with him.
- You choose what breaks. Incoming damage knocks pips off a crate you pick — sacrifice the weak die or protect the plated one.
Thirteen stops up the line
Seven duels alternate with six depot drafts — patch crates, bolt on plating, hire a Brakeman who fizzles jinxes or a Stoker who carries overflow damage forward. At Stop 13 waits the Baron, whose private rule inverts yours: his 13s aren't jinxed, they hit you for thirteen. A full run is 10–16 minutes, and losing tips your caboose gently into the switchyard with a one-tap rematch.
Three engines, one line a day
Unlock the speedy Sparrow and the armored Belle, each opening a different way up the mountain. The Daily Haul gives every player the same seeded line once a day — same rivals, same depots, same dice — with a score leaderboard and a streak to protect. Tumbling dice, clattering crates, and a prairie sunset, all in your browser with one thumb. No download, no install.
How to use
Everything is a tap. In a haul-off, tap Roll to tumble your cargo dice — the sum is your damage. Tap dice to hold them, then reroll the rest once per turn: the push-your-luck core. If your roll totals exactly 13, the Rail Jinx wakes and takes his cut out of YOUR crates, so watch the amber ticker. Damage you take knocks crates off your stack — pick which crate absorbs each hit; plating soaks one point. Between duels, draft repairs, plating, lanterns, and crew at the depots. The Baron at Stop 13 flips the rule: his 13s are not jinxed, they hit you for 13. Desktop: click works everywhere, Enter rolls.
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