
Leaf & Let Die
Grow a Plant Creature — then send it into tactical battle
What You Do in the Game
Players grow a Plant Creature from Roots, Vines, Flowers, and a personal dice supply that powers their turns. During cultivation, you expand your creature, improve your dice, and build support that can carry forward. Then the game turns to battle, where the thing you built is tested through positioning, timing, and attrition.

Prototype Artwork Disclosure: Artwork shown on Leaf & Let Die components is temporary prototype art created with the assistance of AI image-generation tools. All AI-assisted artwork is intended to be replaced with commissioned or otherwise human-created artwork before final production.
A Few Core Highlights

Grow a visible creature
Roots, Vines, and Flowers are grafted onto your Field Husk, where they gradually take shape as a Plant Creature on the table. As the game unfolds, the creature becomes a visible part of play rather than something happening somewhere behind the scenes.

Build your dice as well as your cards
You are not only improving plant cards. You are also growing the dice that drive your turns, building a stronger and more flexible dice supply as the game goes on. During cultivation those dice help you grow, and in battle they become the force you commit to the fight.

Low rolls still create opportunities
Weak rolls do not simply stall you out. Smaller results can still lead to Critters, Wisps, and support tools that help you recover, adapt, or prepare for a stronger turn later. That gives awkward rolls a purpose instead of letting them fall flat.

Cultivate, then battle
The session begins with growth and preparation, as players expand their creatures and build toward something stronger. Then the game shifts into battle, where what was cultivated is tested through positioning, timing, and pressure across the grid. The result is a clear arc from building to confrontation.
Video Overview
- What is it?
- Components
- Turn Order
- Cards & Dice
- Battle
What is this game?
Basic Components
Turn Order
Dice, Cards, & More
Battle!
A Closer Look at the Core Ideas
Dice bring force, but cards are what help that force hold up when the roll comes in weak. Even a powerful die can land badly, and that is where your creature’s card effects begin to matter.
The result is not just a race toward the biggest dice. Strong turns come from the way cards and dice support each other.




The game keeps its focus on the creature you are building. New plant cards are not just collected and set aside. They are grafted onto your Field Husk, where Roots, Vines, and Flowers gradually take shape as a visible Plant Creature in front of you.
That gives the game a strong physical and thematic center. Instead of feeling like an invisible engine working somewhere behind the scenes, the creature stays present on the table as something you can see grow over time.
The creature is not just a static display of abilities. As cards are used, they flip, so the tableau becomes something you manage over time rather than a set of effects that stay endlessly available. Choosing when to spend an ability matters, because used cards remain flipped until the creature refreshes.
Because the creature remains in view, the shape of what you have built stays easy to read at a glance, both for you and for the table.


Low rolls do not simply leave a turn empty. Smaller results can still generate Critters, Wisps, and other support tools that help you recover, adapt, or carry value forward.
That does not make a weak roll equal to a strong one, and it does not make a small die the same as a large die in battle. But weaker outcomes are still part of the strategy, especially during growth, when support and momentum matter as much as raw force.
High rolls bring force. Low rolls can still bring support.



Battle is not decided by one big comparison of totals. Players spread their force across three separate strike rows, and each one becomes its own contest.
That changes what strength means. A powerful die can take control of one row, but there are always other fronts to win, defend, or recover. Because of that, battle is not only about who brought the biggest numbers. It is also about how force is distributed, where pressure is applied, and how much can still be held together across the full spread of the fight.
That structure creates room for different kinds of success. A player with one dramatic die roll may dominate a single row, while another build may do better by staying balanced across all three. The battle can reward timing, support, and overall shape as much as raw spike power, which means the strongest-looking position is not always the one that wins best.
The battle is spread across three fronts:


Winning one row is not the same as winning the whole battle:


here, the totals of 9 and 7 lead the middle and bottom rows.
Battle keeps changing before it resolves:


Losing a battle badly forces you to wound your Plant Creature. When that happens, choose one of your face-up Plant cards and flip it face down, putting that part of your engine out of commission until it is healed or refreshed.
But if your whole Creature is already face down, the damage cuts deeper: you must snip an edge card from your Creature, removing it from the game. Snipped cards must come from the outer growth, and your remaining Creature still has to stay connected back to the trunk.
At the end of each battle round, the lowest dice on the Battle Grid are also trashed. So battle does not just score points — it reshapes both your Creature and your dice pool. Your Plant may come out scarred, pruned, and smaller, but the force that remains can become tighter, sharper, and more dangerous.


The session begins with growth. Players build their creatures, develop support, and strengthen the dice that will matter later.
Then the game turns toward battle. What was being cultivated is no longer just taking shape — it is being tested. That shift gives the session a natural arc, moving from preparation into confrontation instead of ending with a simple score check.
Because of that, battle carries more weight. The creature entering the fight already has history behind it, and the clash feels like the payoff to what was built earlier. The result is a game that builds tension over time and reaches a clearer conclusion.


The Grove changes from game to game, but it does not do so randomly. Each session uses three Root cards, three Vine cards, and three Flower cards drawn from a much larger pool, so the mix can vary while the overall structure stays stable.
Roots, Vines, and Flowers tend to push play in different directions, and the cost curve stays in place from early options to stronger late-game ones. That helps each session feel different without creating awkward openings or flat endings where the Grove stops offering worthwhile choices.
Different sessions can encourage different combinations and different creature builds, while the shape of growth still feels balanced from beginning to end.


What comes in the box
The full game includes a large cultivation card pool, polyhedral dice, support tokens, Wisp cards, the Battle Grid, VP tokens, and the materials needed to grow and fight with a different Grove from game to game.

Played the prototype?
Thanks for trying Leaf & Let Die. You can leave quick playtest feedback here.