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Artifact Dice

How artifact dice work

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.

RarityDicePrice in gold
Normal1312 to 24
Rare1130 to 56
Epic1058 to 71
Legendary985 to 110

Selling returns 50 % of the price, rounded down. More about the shop

All artifact dice

The Duet

Normal · 14 gold · sells for 7

Always rolls a 2.

Glass Die

Normal · 15 gold · sells for 7

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.

The Silent One

Normal · 16 gold · sells for 8

Becomes the rarest value among the other dice.

Rusty Nail

Normal · 16 gold · sells for 8

Stubborn iron: never lands the same number twice in a row.

Clay Lump

Normal · 17 gold · sells for 8

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).

Little Guy

Normal · 18 gold · sells for 9

Starts at 1–3 and climbs +1 with each reroll (max 6).

Weathervane

Normal · 18 gold · sells for 9

Swings to the opposite half of its last value (low<->high).

Big Chunk

Normal · 19 gold · sells for 9

Rolls 4 and 5 noticeably more often.

Prospector

Normal · 21 gold · sells for 10

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.

Shabby Scoundrel

Normal · 22 gold · sells for 11

Never rolls a 1 (rolls 2–6).

Loaded Gal

Normal · 23 gold · sells for 11

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 Pal

Normal · 24 gold · sells for 12

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.

Crooked Bag

Rare · 30 gold · sells for 15

Rolls only odd numbers (1, 3, 5).

The Trio

Rare · 33 gold · sells for 16

Always rolls a 3.

Even Money

Rare · 37 gold · sells for 18

Rolls only even numbers (2, 4, 6).

The Quartet

Rare · 38 gold · sells for 19

Always rolls a 4.

Leveler

Rare · 40 gold · sells for 20

Settles on the rounded average of the other dice.

Horseshoe

Rare · 42 gold · sells for 21

Lucky charm: every 1 it rolls turns into a 6.

Faultline

Rare · 46 gold · sells for 23

Raises the two lowest of your freshly rolled plain dice by 1.

Stone Die

Rare · 50 gold · sells for 25

Rolls 4, 5 or 6 once, then keeps that value.

Cardsharp's Ace

Rare · 54 gold · sells for 27

Once per turn after a roll: turn one die into your highest other die (consumed).

Two-Headed

Rare · 56 gold · sells for 28

Rolls twice and keeps the higher result.

The Substitute

Epic · 58 gold · sells for 29

Sacrifice once to swap a die on the table to a number another die currently shows.

Clever Fox

Epic · 62 gold · sells for 31

Matches the majority of the other dice.

Ledger

Epic · 62 gold · sells for 31

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.

The Quintet

Epic · 65 gold · sells for 32

Always rolls a 5.

Gold Rush

Epic · 66 gold · sells for 33

+1 for every 6 rolled on the other dice (boosts don't count).

Coattails

Epic · 68 gold · sells for 34

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.

High Ground

Epic · 70 gold · sells for 35

Always rolls 4, 5 or 6.

Second Wind

Epic · 70 gold · sells for 35

Grants one extra roll each turn (takes an active slot).

The Mindful One

Epic · 71 gold · sells for 35

Matches the highest die in this roll.

Branding Iron

Epic · 71 gold · sells for 35

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 Bones

Legendary · 85 gold · sells for 42

Loaded heavy: rolls only 5 or 6.

The Sextet

Legendary · 93 gold · sells for 46

Always rolls a 6.

Wildcard

Legendary · 95 gold · sells for 47

Once per turn after a roll: set one die to any value you choose (consumed).

Doppelganger

Legendary · 96 gold · sells for 48

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.

Invisible Update

Legendary · 97 gold · sells for 48

All normal dice are raised by 1 (6 stays 6; stacks at most twice).

Quick Spin

Legendary · 98 gold · sells for 49

Choose a target number before the turn; this die shows it.

Crucible

Legendary · 100 gold · sells for 50

Melts the roll together: the lowest of your freshly rolled plain dice jumps to the highest of them.

The Invisible One

Legendary · 102 gold · sells for 51

Counts as a 6th extra die that is always rolled while you own it.

Doubling Die

Legendary · 110 gold · sells for 55

Adds an extra die that always mirrors your highest.