Dice

**Dice** are the central mechanic of Die in the Dungeon. Your deck is made up of dice, which can be added or removed throughout a run. You hold up to five dice and can usually place only three dice each round. Dice are placed on the board and take effect at the end of your turn. Used dice are discarded, then new dice are drawn from your deck at the start of your next turn. If the deck runs out, discarded dice are shuffled and returned to the deck.

Enemies also use dice for their actions, though they work slightly differently. Instead of placing dice on the board, enemies have set "attacks" which are telegraphed at the start of the turn and executed at the end. The Evil Frog is the exception to this.

Dice can have up to four core functions: *Type*, *Property*, *Tier,* and *Name*.

Information is current through version 1.6.2f.

## **Types**

#### Universal Dice

**Attack Dice (Red):** Deals the damage to an opponent for the amount rolled. For the player, all attack dice damage is dealt at once to a single enemy (which can be changed by clicking on the desired target).

**Block Dice (Blue):** Adds block to your character, which appears as a white number in a blue shield below the hit points. Block absorbs incoming damage on a 1:1 basis, and when it is zero the remaining damage is applied to health. Unused block persists between turns, and can be further increased up to maximum health (indicated by the number turning cyan).

**Heal Dice (Green):** Heals the player for the amount rolled. Most Heal Dice the player encounters early on will have the Glass property.

**Boost Dice (Purple):** Adds its value to any dice for the amount rolled. For the player, this only affects dice in a certain range from the boost die equal to its value. Boost Dice are unaffected by other Boost Dice. When used by enemies (such as the Copycat), boost dice instead grant a buff that increases the value of all that enemy's dice by 1 for a turn.

**Honey Dice (Yellow):** Exclusive to the Queen Bee boss fight. For the player, turns slots to Honey-Covered Slots at a distance equal to the amount rolled. If a targeted slot is a Crown-Marked Slot, it becomes a Royal Jelly-Covered Slot instead. All Honey Dice have the Glass and Bonded properties. When used by the Queen Bee, it adds three Honey Dice to the player's deck.

#### Player-Specific Dice

**Mirror Dice (Grey):** Copies the type and value of a dice. Like Boost Dice, they will only copy a die from a distance equal to its original value, which is always four (or sometimes nothing, if it is Basic, Silver, or has the Hollow property).

**Terrain Dice (Pink):** After the turn it is played, the area it was played in will get a buff of +X where X is the number on the die. Is affected by boost dice. The buff goes down by 1 point per turn. Requires winning a fight at the Terrain Altar, after which you get a Terrain die and the dice type is unlocked for future play and runs using the same app.

**Dual Dice (Two Colors):** Consists of two effects which are always applied to the same roll, for example, block *and* healing (the die is half blue, half green). At base level, 1/1/1/1/1/1. Acquired after level 22 as a reward for passing the spider's game trivia quiz. All combinations of Block, Heal, Attack,and Boost are possible.

#### Enemy-Specific Dice

**Presence Dice (Ant):** Placed onto the board by Ants. Lasts until the corresponding Ant dies.

**Special Dice (White):** Has the enemy perform a unique action, such as charging up a powerful attack.

## **Property**

Dice properties are extra effects that dice can have. Enemy dice cannot have properties.

**Heavy:** Dice with this property remain on the board after it's used, affecting future rounds. After each round its value is reduced by one, leaving the board upon reaching zero and returning to your dice deck.

**Glass:** Dice with this property are removed from your deck for the rest of the fight after use.

**Hollow:** Dice with this property have no energy cost, allowing you to place more dice in one turn.

**Bonded**: Dice with this property are permanently removed from your deck once the floor is cleared. Currently exclusive to Honey Dice.

**Altar Dice Properties:** The following properties (Grow, Area, Pierce, and Bomb) are unlocked by fighting at the corresponding Altar. After winning the fight, you receive a die with that property, and the property can appear on randomly generated dice for the rest of the run and for further runs using the same app.

* **Grow:** Dice with this property increase in value (like a self boost) by 1 for each turn it is used during a fight, but reset to 0 in a new fight. Boost dice cannot have this property.
* **Area:** Property of attack dice only. Dice with this property deal damage to all enemies, not just the targeted one.
* **Pierce:** Property of attack dice only. Dice with this property deal damage directly to an enemy's hit points, bypassing any Block.
* **Bomb:** Dice with this property stay on the board and take effect each turn without reducing in value. However, there is a random chance each turn that the bomb will explode, removing the die and leaving its space on the board unusable for the rest of the fight.

## **Tiers**

Dice come in three Tiers: Basic, Silver and Gold. Dice in your deck can be upgraded by choosing "upgrade dice" perk in post-battle rewards and some special events. Enemy dice also have Tiers, which are built into their attack sequences. Their potential values are identical to those of the player's.

**Basic Dice** mostly have values between one and two.

**Silver Dice** mostly have values between two and four.

**Golden Dice** mostly have values between four and six. Some Golden dice can be upgraded further while remaining Gold (for example, the Gold Terrain die upgrades from 4/4/5/5/6/6 to all 6's).

Exceptions:

**Boost Dice** usually increase up to three, although Heavy Boost Dice may go up to four.

**Hollow Dice** when randomly generated typically only increase up to four.

**Mirror Dice** have two 4 sides and four blank sides at Basic, adding two 4 sides in each upgrade thereafter.

Dice rolled by the **Queen Bee** will have much higher values than usual.

## Named

Sometimes, when you choose the "get one new die" option in post-battle rewards, you are offered a named dice. These are usually gold and have unique values compared to other gold dice. Enemies do not use named dice.

The dice with names are shown below.

**The Poop** is a 1/1/1/1/1/1 Attack Die that becomes a *The Holy* Attack Die when upgraded. There is also a small chance that *The Poop* will instead turn into a glass 6/6/6/6/6/6 Attack Die.

**The Holy** is a 6/6/6/6/6/6 Attack Die.

**The Overkill** is a 5/5/5/6/6/6 Heavy Attack Die.

**The Miracle** is a 2/3/4/4/5/6 Heavy Heal Die.

**The Trickster** is a 3/3/3/3/3/3 Heavy Boost Die.

**The Lucky One** is a Heavy Block Die with two versions. The first has 1/1/1/6/6/6, and the second version has 1/6/6/6/6/6 (Note: the 1/6/6/6/6/6 version is actually an upgrade of the 1/1/1/6/6/6 version)

An Image of a "Lucky One" Dice
## Trivia

* All dice in Die in the Dungeon are six sided dice, also known as D6s.
	+ Because they are six-sided, all sides of all dice can *never* be found over 6 (though they can be buffed above this point through boosts and grow modifiers)
* All dice are made of Nerotin, as stated in the Nerotin Nodes special event.