Hands & Scoring
All 19 hand types, their chip and multiplier values, and how damage is actually calculated.
Hands & Scoring
After you've finished rolling and manipulating, the game evaluates your dice and finds the highest-scoring hand you can make. That hand determines your damage.
The damage formula
hand_damage = (base_chips + scoring_die_values) × multiplier
final_damage = hand_damage × streak_modifier × relic_modifiers
- base_chips — fixed per hand type (see the table below)
- scoring_die_values — the face values of the dice that make up the hand are added on top of base chips before the multiplier
- multiplier — fixed per hand type, ranging from ×1.0 (High Die, Pair) to ×10.0 (Eight of a Kind)
- streak_modifier — accumulated across successive hits, varies by relic
- relic_modifiers — every relic that boosts chips, multipliers, or damage stacks here
Damage taken modifiers (on the target)
- Vulnerable →
× 1.25final damage - Frozen target hit by an Ice combo →
× 1.5final damage
The 19 hand types
Ordered from cheapest to rarest. Hands needing more than 5 dice require Twin Dice, Add Die, or the Strategist archetype.
| Hand | Chips | Mult | Min Dice | Pattern |
|---|---|---|---|---|
| High Die | 2 | ×1.0 | 1 | Highest single die value |
| Pair | 5 | ×1.0 | 2 | Two dice with the same value |
| Two Pair | 8 | ×1.0 | 4 | Two separate pairs |
| Three of a Kind | 10 | ×1.5 | 3 | Three dice with the same value |
| Straight | 12 | ×1.5 | 5 | Five consecutive values |
| Full House | 14 | ×2.0 | 5 | Three of a kind + a pair |
| Three Pair | 16 | ×2.0 | 6 | Three separate pairs |
| Long Straight | 18 | ×2.5 | 6 | Six consecutive values |
| Two Trips | 20 | ×2.5 | 6 | Two separate three-of-a-kinds |
| Four of a Kind | 18 | ×2.5 | 4 | Four dice with the same value |
| Full Keep | 22 | ×3.0 | 6 | Four of a kind + a pair |
| Four Pair | 24 | ×3.0 | 8 | Four separate pairs |
| Five of a Kind | 25 | ×4.0 | 5 | All five dice match |
| Royal Keep | 30 | ×4.5 | 7 | Five of a kind + a pair |
| Double Quad | 35 | ×5.0 | 8 | Two separate four-of-a-kinds |
| Royal House | 38 | ×5.5 | 8 | Five of a kind + three of a kind |
| Six of a Kind | 40 | ×6.0 | 6 | Six dice with the same value |
| Seven of a Kind | 55 | ×8.0 | 7 | Seven dice with the same value |
| Eight of a Kind | 75 | ×10.0 | 8 | Eight dice with the same value |
Dice values matter.
Don't just chase a Pair — chase a Pair of 6s. Those two 6s add +12 to the chip total before the multiplier, turning a weak Pair into real damage. This is why High Value relics (Go Big, Overcharge), dice-manipulation consumables, and archetype choices that shift die values matter so much.
Hand priority
- The game always scores the highest-tier hand it can make from your dice.
- Ties on tier (for example, two possible Full Houses) break by the highest sum of scoring dice.
- Elemental combos are independent of hand detection — you can score a strong hand and trigger a combo on the same roll. See Elements.
Related: Elements · Dice & Rolling · Hand Cheat Sheet