Hand Cheat Sheet
All 19 hand types in one sortable table — chip values, multipliers, dice requirements, and patterns.
Hand Cheat Sheet
Everything the hand scorer checks. The highest-tier hand your dice can form is the one that scores.
Damage formula reminder
hand_damage = (base_chips + scoring_die_values) × multiplier
final_damage = hand_damage × streak_modifier × relic_modifiers
- base_chips — from the table below, fixed per hand type
- scoring_die_values — the face values of the dice that make up the hand add to chips before the multiplier
- Vulnerable target →
× 1.25final damage - Frozen target hit by an Ice combo →
× 1.5final damage
All 19 hands
Ordered from cheapest to rarest.
| # | Hand | Chips | Mult | Min Dice | Pattern |
|---|---|---|---|---|---|
| 1 | High Die | 2 | ×1.0 | 1 | Highest single die value — [1,3,5,2,4] → 5 |
| 2 | Pair | 5 | ×1.0 | 2 | Two dice with the same value — [6,6,1,3,4] |
| 3 | Two Pair | 8 | ×1.0 | 4 | Two separate pairs — [6,6,3,3,1] |
| 4 | Three of a Kind | 10 | ×1.5 | 3 | Three matching — [5,5,5,2,1] |
| 5 | Straight | 12 | ×1.5 | 5 | Five consecutive values — [1,2,3,4,5] |
| 6 | Full House | 14 | ×2.0 | 5 | Three of a Kind + a Pair — [4,4,4,2,2] |
| 7 | Three Pair | 16 | ×2.0 | 6 | Three separate pairs — [1,1,3,3,5,5] |
| 8 | Long Straight | 18 | ×2.5 | 6 | Six consecutive values — [1,2,3,4,5,6] |
| 9 | Two Trips | 20 | ×2.5 | 6 | Two separate three-of-a-kinds — [2,2,2,5,5,5] |
| 10 | Four of a Kind | 18 | ×2.5 | 4 | Four matching — [4,4,4,4,1] |
| 11 | Full Keep | 22 | ×3.0 | 6 | Four of a Kind + a Pair — [3,3,3,3,5,5] |
| 12 | Four Pair | 24 | ×3.0 | 8 | Four separate pairs (requires 8+ dice) |
| 13 | Five of a Kind | 25 | ×4.0 | 5 | All five dice match — [6,6,6,6,6] |
| 14 | Royal Keep | 30 | ×4.5 | 7 | Five of a Kind + a Pair |
| 15 | Double Quad | 35 | ×5.0 | 8 | Two separate Four-of-a-Kinds |
| 16 | Royal House | 38 | ×5.5 | 8 | Five of a Kind + Three of a Kind |
| 17 | Six of a Kind | 40 | ×6.0 | 6 | Six matching |
| 18 | Seven of a Kind | 55 | ×8.0 | 7 | Seven matching |
| 19 | Eight of a Kind | 75 | ×10.0 | 8 | Eight matching |
Notes
- Hands needing more than 5 dice require Twin Dice, Add Die, or The Strategist archetype's 6-dice pool.
- Hands needing 7+ dice require pool-stacking (Strategist + Twin Dice + Add Die + Phantom Die).
- Dice values matter inside a hand. A Pair of 6s (5 chips + 12 values = 17 base) deals 3.4× the damage of a Pair of 1s (5 chips + 2 values = 7 base).
- Hand priority: the game picks the highest-tier hand your dice can form. Ties on tier break by the highest sum of scoring dice.
- Elemental combos are independent — a single roll can score a hand and trigger a combo.
Related: Hands & Scoring · Build Archetypes