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× 1.25 final damage
  • Frozen target hit by an Ice combo× 1.5 final 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.

HandChipsMultMin DicePattern
High Die2×1.01Highest single die value
Pair5×1.02Two dice with the same value
Two Pair8×1.04Two separate pairs
Three of a Kind10×1.53Three dice with the same value
Straight12×1.55Five consecutive values
Full House14×2.05Three of a kind + a pair
Three Pair16×2.06Three separate pairs
Long Straight18×2.56Six consecutive values
Two Trips20×2.56Two separate three-of-a-kinds
Four of a Kind18×2.54Four dice with the same value
Full Keep22×3.06Four of a kind + a pair
Four Pair24×3.08Four separate pairs
Five of a Kind25×4.05All five dice match
Royal Keep30×4.57Five of a kind + a pair
Double Quad35×5.08Two separate four-of-a-kinds
Royal House38×5.58Five of a kind + three of a kind
Six of a Kind40×6.06Six dice with the same value
Seven of a Kind55×8.07Seven dice with the same value
Eight of a Kind75×10.08Eight 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

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