When three technology obsessed youngsters visit their grandfather, he becomes increasingly frustrated with their disdain for anything other than their phones and the internet.
He reveals a pair of very unusual seven-sided dice that he explains was given to him in the Far East by a wise old mystic.
Despite Grandad's stern warning not to touch the dice because of their magical powers, mischievous Marney scoffs at the idea and rolls the strangely-shaped dice.
As lights flash, thunder claps and eerie, strange noises are heard, the petrified trio are transported to the strange land of Lady Fortune where they become pawns in her games.
Each of them must compete against the devious, devilish diva in a game of their choice to win their freedom and avoid being a game piece in Fortune's land forever!
They encounter many eccentric and humorous board game characters as they embark on their journey: the pompous Stationmasters and the Fleet Street 'hack' Reporters in Monopoly, the defensive suspects in Cluedo and the quarrelling Castles in the final game of Chess.
Can they manage to play the games for REAL and defeat the conniving Lady Fortune?
Will they learn that it's better to ditch the surreal for the real deal?!