Scott C. said: That's beyond the scope of the dice engine and would require an APIscript (pro perk). Can you just assign pseudonumbers to each image and then roll a normal dice? Armello dice have Sword, Shield, Sun, Moon, Wyld, and Rot faces. Sword is 1 hit, Shield is 1 block, Sun is 1 hit during daytime (miss during night), Moon is 1 hit during nighttime (miss during day), Wyld is 1 hit and explodes, Rot is a miss. There are effects which make Swords, Suns, and Moons explode, and a corrupted character flips the effects of Wyld and Rot faces. (The King also has a unique item which grants a sort of reverse-explosion; for each miss rolled by the player attacking the King, the king gets an extra die.) Before rolling, certain effects grant automatic Swords, Shields, or dice in addition to the normal die pool. Attacker and blocker can burn cards to turn dice from their pool into specific results (depending on the card burned). Defender's blocks are subtracted from attacker's hits, attacker's blocks are subtracted from defender's hits, and any remaining hits are dealt as damage to the appropriate combatant. In short, no, assigning a number to each face doesn't really solve the problem