Le Scorpion Masqué, in Montreal, makes family games: Decrypto, Sky Team, the Zombie Kidz children's series. Over forty titles, never a Kickstarter. Yet its director, Manuel Sanchez, had harbored an out-of-scale obsession for that catalog for years: bringing rogue-lite, the genre where you die, start over, and get stronger every time, to the table.
There's an irony in all this. The game that struck him — Dead Cells, by the French Motion Twin — was itself born from a failure: in 2015, the studio was about to cancel a poorly made free tower-defense game, and saved its single-player prototype. From that discarded idea, the masterpiece was born. Sanchez tried it in 2018, it was — he says — a revelation, and he set about building a clone of it: unauthorized, and so faithful that it would have been embarrassing not to call it Dead Cells.
To truly build it, real authors were needed: Antoine Bauza (7 Wonders), Ludovic Maublanc (Cyclades), Corentin Lebrat and Théo Rivière, the Kaedama collective, came on board. But there was still a significant detail: Dead Cells wasn't theirs. It was Rivière who had the right contact within Motion Twin — who had already rejected dozens of adaptation proposals, convinced that a solo game couldn't work on the tabletop. But Scorpion Masqué didn't come with an idea: they came with a prototype that already worked. They tried it, they were convinced, they gave them carte blanche. Spring 2020: the clone was an official, licensed adaptation.
The game relies mostly on icons, but the important cards — upgrades, equipment, runes — need to be read. Asmodee's Italian edition, expected July 17, 2026, removes the last friction between the player and the box.
| 2012 | Motion Twin launches Hordes Zero, a free tower-defense game. It will be a flop. |
| 2015 | From the salvaged prototype of that flop, the video game Dead Cells is born. |
| 2016 | In Montreal, Manuel Sanchez of Scorpion Masqué dreams of a tabletop rogue-lite. |
| 2018 | Dead Cells is released. Sanchez plays it and begins: an unofficial clone. |
| 2019 | Team Kaedama joins. Théo Rivière has a contact at Motion Twin. |
| 2020 | With prototype in hand, Motion Twin grants license and carte blanche. |
| 2023 | Kickstarter: $1.42 million, funded in 13 minutes. |
| 2024 | The board game is released, in English and French. |
Anyone playing this game for the first time does something instinctive: they try to survive. That's the mistake. Dead Cells punishes those who cling to life and rewards those who learn to throw it away.
To understand this, you need to know who you really are. In the video game, you are not the warrior moving across the screen: you are the mass of cells inhabiting them. The body is a borrowed, headless corpse, found near the executioner's block. When it's too damaged, you leave it and take another. You — the cells — don't die. You continue.
The board game makes all this literal. You die, and you lose everything: weapons, gold, run power-ups. Everything, except the Cells. These are spent between runs to buy permanent mutations — Brutality, Survival, Tactics — that remain forever. You are spending the part of you that survives death to make the next body stronger.
What dies is the body, not the Cells. The Mutation Board keeps them tucked into transparent pockets, and they remain there even when you put the box away: a cardboard save game. You put away the game — you don't put away yourself.
Thus, game after game, you stop fearing death and start spending it. Every risk becomes a deposit on your next self. It's the hardest thing to explain to a new player, reviewers say in chorus: that dying, here, is the right move.
"A faithful yet autonomous adaptation, which uses its reference as a strength and not a constraint."
— Arthur Décamp, game director of Dead Cells · Motion Twin
Kaedama retained the speed of the video game and discarded the superfluous. But the most faithful thing is not a mechanic. It's an idea: that the individual is expendable, and what matters survives elsewhere.
Motion Twin, the Bordeaux studio behind the video game, has an anomalous history. For fifteen years it made free browser games — Die2Nite, Mush, Hammerfest, with millions of players — and Dead Cells, in 2018, was its first paid title: over ten million copies sold. But the biggest oddity is another. It has no boss: it is a workers' cooperative — a SCOP — where everyone earns the same salary and has the same vote, and by choice it does not exceed ten people (even the logo bears a red star). When a member leaves, their shares return to the group: no one owns the company forever. It only takes for another generation to continue the journey.
| Culture |
The hero is a collective. Like its creators. Their hero works the same way. It's not an individual: it's a headless colony of cells, wearing expendable bodies. The body falls, the cells continue. Those without a hierarchy have depicted a hero without a center: the individual doesn't matter, what remains does. Sources: Official Motion Twin FAQ; Dead Cells entry, Wikipedia; interview with Sébastien Bénard, Kotaku, 2018. |
The board game pushes the same idea even further. The video game was a solitary adventure; at the table, it becomes cooperative — four equal bodies, no winner. And the Cells you carry with you through each death are not the spoils of a lucky run: they belong to the collective effort.
It's not a perfect fable. At the table, cooperative games often recreate a hierarchy — the experienced player who dictates — and the game's weakest point is precisely with four players: three cards are always played, so in each round someone is left out. Equality struggles more as the table fills up.
Perhaps it's not the violence that attracts us to Dead Cells. It's that it doesn't ask you to be a hero. It asks you to be the cells: the body is expendable, but the collective never dies.
You are not the warrior. You are the cells that inhabit it.
Dead Cells – The Board Game Rogue-Lite, Italian edition by Asmodee from July 17, 2026.




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They used to advertise for Nike. Now they do the opposite of every publisher.
They remake a game from scratch, and in the same month they expand it