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

All 19 hands

Ordered from cheapest to rarest.

#HandChipsMultMin DicePattern
1High Die2×1.01Highest single die value — [1,3,5,2,4] → 5
2Pair5×1.02Two dice with the same value — [6,6,1,3,4]
3Two Pair8×1.04Two separate pairs — [6,6,3,3,1]
4Three of a Kind10×1.53Three matching — [5,5,5,2,1]
5Straight12×1.55Five consecutive values — [1,2,3,4,5]
6Full House14×2.05Three of a Kind + a Pair — [4,4,4,2,2]
7Three Pair16×2.06Three separate pairs — [1,1,3,3,5,5]
8Long Straight18×2.56Six consecutive values — [1,2,3,4,5,6]
9Two Trips20×2.56Two separate three-of-a-kinds — [2,2,2,5,5,5]
10Four of a Kind18×2.54Four matching — [4,4,4,4,1]
11Full Keep22×3.06Four of a Kind + a Pair — [3,3,3,3,5,5]
12Four Pair24×3.08Four separate pairs (requires 8+ dice)
13Five of a Kind25×4.05All five dice match — [6,6,6,6,6]
14Royal Keep30×4.57Five of a Kind + a Pair
15Double Quad35×5.08Two separate Four-of-a-Kinds
16Royal House38×5.58Five of a Kind + Three of a Kind
17Six of a Kind40×6.06Six matching
18Seven of a Kind55×8.07Seven matching
19Eight of a Kind75×10.08Eight 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

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