The Lonely One
Always rolls a 1.
Artifact dice replace plain dice in your hand. Each one has its own rule: some never roll low, some copy other dice, some pay gold. You buy them in the shop, or pick them as gifts in the Quick Duel. Up to 5 sit in your hand and 2 more in your secret pocket.
| Rarity | Dice | Price in gold |
|---|---|---|
| Normal | 13 | 12 to 24 |
| Rare | 11 | 30 to 56 |
| Epic | 10 | 58 to 71 |
| Legendary | 9 | 85 to 110 |
Selling returns 50 % of the price, rounded down. More about the shop
Always rolls a 1.
Always rolls a 2.
Rolls 6 noticeably more often; may shatter (25% per turn), flashing a final 6.
25% chance per turn to shatter (checked on the opening roll). When it does, that roll still shows a 6 as a final flash, from the next turn on it's a plain die with no boost or shatter risk.
Becomes the rarest value among the other dice.
Stubborn iron: never lands the same number twice in a row.
Rolls a neighbor of its previous value.
After the first roll, it randomly moves ±1 from its previous value, never wraps around (a 1 can only become a 2, a 6 only a 5).
Starts at 1–3 and climbs +1 with each reroll (max 6).
Swings to the opposite half of its last value (low<->high).
Rolls 4 and 5 noticeably more often.
Rolls 1-6 like a plain die. Every 1 it rolls pays you 5 gold.
No advantage in points, its average is exactly that of a plain die. Only freshly rolled 1s pay, held dice don't roll again. Boosts don't count: a 1 lifted to a 2 still pays.
Never rolls a 1 (rolls 2–6).
Loaded toward 5, rolls a 5 much more often.
Weighted 5 has 3× the odds of any other face, about 37% to land on 5, ~13% each for the rest.
Loaded toward 6, rolls a 6 much more often.
Weighted 6 has 3× the odds of any other face, about 37% to land on 6, ~13% each for 1-5.
Rolls only odd numbers (1, 3, 5).
Always rolls a 3.
Rolls only 1 or 6.
Rolls only even numbers (2, 4, 6).
Always rolls a 4.
Settles on the rounded average of the other dice.
Lucky charm: every 1 it rolls turns into a 6.
Raises the two lowest of your freshly rolled plain dice by 1.
Rolls 4, 5 or 6 once, then keeps that value.
Once per turn after a roll: turn one die into your highest other die (consumed).
Rolls twice and keeps the higher result.
Sacrifice once to swap a die on the table to a number another die currently shows.
Matches the majority of the other dice.
Shows the lowest upper-section box you still have open. Upper section done: rolls 4-6.
With Ones open it shows a 1, then a 2, and so on up to a guaranteed 6 once Sixes is the last box left. Fill the low boxes early to raise it. The number is fixed at the start of each turn.
Always rolls a 5.
+1 for every 6 rolled on the other dice (boosts don't count).
Copies the value of your leftmost held die.
Copies your leftmost held die (by table position), the value as shown, including boosts. If nothing is held yet, it just rolls normally.
Always rolls 4, 5 or 6.
Grants one extra roll each turn (takes an active slot).
Matches the highest die in this roll.
Brands the roll: your most common value rises by 1.
Finds the most common value among your freshly rolled plain dice (ties go to the higher number) and raises EVERY such die by 1. Held dice and artifact dice don't take part.
Loaded heavy: rolls only 5 or 6.
Always rolls a 6.
Once per turn after a roll: set one die to any value you choose (consumed).
Takes on the ability of the die to its left.
Copies the rule, not the value. Only plain rolling abilities pass over: dice that read your other dice, global boosts, the Stone Die's lock and a second Doppelganger do not. Next to the Glass Die it copies the roll but not the fragility. Nothing to its left means a normal roll.
All normal dice are raised by 1 (6 stays 6; stacks at most twice).
Choose a target number before the turn; this die shows it.
Melts the roll together: the lowest of your freshly rolled plain dice jumps to the highest of them.
Counts as a 6th extra die that is always rolled while you own it.
Adds an extra die that always mirrors your highest.
Nothing found.