Gold
The points you score also fill your wallet. On top of that you earn gold from:
- the bounty of every gambler you beat (Opponents)
- a winning margin: +10 from 25 points ahead, +25 from 50
- every extra Yathsel: +50
- catching Slick Sepp cheating: +10
When a new duel starts, at most 200 gold carries over.
Offers
The shop shows 3 artifact dice at a time. You can:
- Refresh: roll new offers. The cost rises with every refresh: 2, 4, 8, 14, 22, 32 … Each new duel lowers the next price by 1 step.
- Pin: Keep this offer through refreshes.
- Return: Bought this visit: full price back.
- Sell: dice you already own sell for 50 % of their price, rounded down.
Rarity odds
Better dice show up more often the further you get in a run. Between the start and the end the odds shift evenly.
| Normal | Rare | Epic | Legendary | |
|---|---|---|---|---|
| Start of the run | 70 % | 20 % | 8 % | 2 % |
| End of the run | 45 % | 30 % | 16 % | 9 % |
From 34 % of the run on, every fresh set of offers contains at least one die above Normal.
Smuggler's Pouch

A fresh set of offers has a 34 % chance to come with a Smuggler's Pouch as a fourth entry. You pay, open it, see 3 dice and must keep one of them.
It costs 34 gold at the start of a run and up to 62 at the end. The dice inside are drawn with better odds than the shop and never twice the same: Normal 30 %, Rare 40 %, Epic 22 %, Legendary 8 %.
Quick Duel gifts
The Quick Duel has no shop. Instead you get a gift on turns 2, 5, 8, 11: pick one of 3 artifact dice, or decline if none of them fits. The odds are the same as in the Smuggler's Pouch.
