Dice Machina :: Manual
v0.81 • Oct 2019
Reroll all the dice!
— Weirdo
Interface :: Header Interface :: Tabletop This is the area of the cards.
Whenever a card has disappered after being executed, a new one gets thrown on the table automatically. Interface :: Goal Shows the values you're after.
Matching digits (as well as the corresponding dice) are highlighted in green.
Blue digits are the ones for which you still need to get suitable dice. Interface :: Home This is your dice inventory.
It can never be empty (see Rules :: empty home). Interface :: Footer Below the inventory are slots for the... Rules Rules :: Extra Life
Extra Life is consumed when a round has been given up (via button [ New Round ]), thereby preventing the awkward loss counter increase.
A star can be obtained (either) by... Rules :: Toolbox Tools are applied via drag'n'drop.
Notice: Be deliberate, since a tool item can be used only once. Rules :: Toolbox :: Card killer
Card killers let you remove unwanted cards.
Also, they let you make home dice a kamikaze.
Can be obtained (either) by... Rules :: Toolbox :: Antifilter
Antifilters let you reverse slot filters and home dice.
Notice: Some cards (e.g. Up/Down-types) don't allow altering their slots for logical reasons. Can be obtained (either) by... Rules :: Toolbox :: Bolt cutter
Bolt cutters let you unchain locked cards and locked dice.
Can be obtained (either) by... Rules :: Toolbox :: Clover
Clovers let you change home dice values.
Can be obtained (either) by... Rules :: Chains
Cards and dice are sometimes chain locked for a few (1...5) turns.
That is, temporarily the object cannot be used (check its tooltip to see when it unlocks).
You may manually remove chains via bolt cutters.

Statistically, every 5th new card, and every 3rd newly produced die gets locked.

Though interaction is restricted, locked cards still can be destroyed by card killers, and the value of locked dice is respected (as for goal matching) nonetheless. Rules :: Empty home In the case of inducing an empty home area (either by parking all dice on cards, or by losing dice through a card's function) you'll get 3 (or 6, respectively) new dice. Rules :: Trash This is a (hidden) trash pile for... The trash counter in the header shows the amount of dumped objects.
They're not really lost, since you can get them back:
Rules :: Joker
A Joker is special in that he matches any filters.
Once put in a card slot, a Joker turns into a fitting pip value.
Can be obtained (either) by... Rules :: Weirdo
A Weirdo is just a Joker that can be used 3 times.
In fact, after being used twice, he turns into a normal Joker.
Can be obtained (either) by... Rules :: Tips&Trix Cards A card is activated as soon as all its slots have been filled by the player.

Tip: Clicking on a card will open the manual and show its description.

While most cards are just altering dice values, some will also create/destroy dice, or have a more sophisticated function.
In general, there's 4 types:
Cards can sometimes be used twice or thrice, shown below the title as Use ×2 or Use ×3.

Slots can have filters applied, which accept only a certain kind of values: A countdown slot (showing a counter) accepts any value. However, the counter cannot become negative, hence the final die must match.

If a card produces more dice than fit in the home area, it simply falls asleep. In this case just free some home slots (e.g. by destroying dice, or parking them on other cards) and then waken the sleeping card by clicking one of its dice.
As an exception, countdown cards (e.g. Joker Zero, Straight, Weirdo Zero, ...) don't fall asleep. If the home area is full, further dice production is cancelled, and the card vanishes as usual.


All cards in alphabetical order: 1 Distance
Delivers the difference.
1 Eight
Delivers a single Eight.
1 Five
Delivers a single Five.
1 Four
Delivers a single Four.
1 Maximum
Delivers the highest value.
1 Middle
Delivers the (sorted) middle value.
1 Minimum
Delivers the lowest value.
1 Modulo
Delivers result of modulo operation (remainder after division).
1 Nine
Delivers a single Nine.
1 Null
Delivers a single Null.
1 One
Delivers a single One.
1 Seven
Delivers a single Seven.
1 Six
Delivers a single Six.
1 Three
Delivers a single Three.
1 Two
Delivers a single Two.
3 Distance
Delivers 3 dice; value set to difference.
3 Eights
Delivers 3 Eights.
3 Fives
Delivers 3 Fives.
3 Fours
Delivers 3 Fours.
3 Nines
Delivers 3 Nines.
3 Nulls
Delivers 3 Nulls.
3 Ones
Delivers 3 Ones.
3 Sevens
Delivers 3 Sevens.
3 Sixes
Delivers 3 Sixes.
3 Threes
Delivers 3 Threes.
3 Twos
Delivers 3 Twos.
Add Card
Increases the number of available cards on the table (up to 6).
AND
Delivers result of binary AND operation. Related: OR and XOR
Antifilter
Creates a new antifilter.
Backside
Flips each (0↔7, 1↔6, 2↔5, 3↔4, and 8↔9).
Black Jack
Offers a quick round of Black Jack.
Bolt Cutter
Creates a new bolt cutter.
Card Killer
Creates a new card killer.
Change
Modifies each value. Can produce Joker.
Change +
Accepts only 1 value (as pair, triplet, or quad, depending on slot count).
Modifies value and creates an extra dice. Can produce Joker.
Chg Hometop
Changes home top row dice values. Can produce Joker.
Clover
Creates a new Clover.
Clover Zero
Inserted dice will decrement the counter accordingly.
Creates a new clover when countdown reaches 0.
Combine
Adds up, then splits sum into range top values (as far as if possible).
Copy
Creates a copy of each.
Copy Down
Creates a down-rotated copy of each.
Copy Up
Creates an up-rotated copy of each.
Cut One
If greater than Null: Subtracts 1, and also creates a One (e.g. 5 → 4+1, or 1 → 0+1).
Cut Two
If greater than One: Subtracts 2, and also creates a Two (e.g. 5 → 3+2, or 2 → 0+2).
Cutter Zero
Inserted dice will decrement the counter accordingly.
Creates a new bolt cutter when countdown reaches 0.
Darts
Throw 3 darts to collect dice.
Delete
Destroys its dice.
Distance
Turns each into the difference.
Donation
Donates 1 die to each adjacent card (if unchained and having at least 1 free slot).
Donation+
Donates 1 die to each of the other cards (if unchained and having at least 1 free slot).
Double
Doubles each value.
Splits result into digits if 10 or greater.
Double Down
If greater than One: Doubles each value, and subtracts 1.
Splits result into digits if 10 or greater.
Double Up
Doubles each value, and adds 1.
Splits result into digits if 10 or greater.
Down
Decreases the value by 1.
Down 2
Decreases the value by 2.
Down 3
Decreases the value by 3.
Down 4
Decreases the value by 4.
Down 5
Decreases the value by 5.
Down ?
Possibly decreases the value by 1 or more. Stays within Pips range.
Down Even
Decreases even values by 1.
Down Odd
Decreases odd values by 1.
Eight-ify
Turns values into Eights.
Even-ify
Turns odd into (random) even.
Extra Life
Adds an Extra Life.
Filter Zero
Inserted dice will decrement the counter accordingly.
Creates a new antifilter when countdown reaches 0.
Filterflip
Flips visible filters on each adjacent card (if unchained).
Notice: Some cards (e.g. Up/Down-types) don't allow altering their slots for logical reasons.
Filterflip+
Flips visible filters on each of the other cards (if unchained).
Notice: Some cards (e.g. Up/Down-types) don't allow altering their slots for logical reasons.
Five-ify
Turns values into Fives.
Four-ify
Turns values into Fours.
Get Trash
Recovers the last 3 objects that have been dumped on the trash pile earlier.
Goody
Offers a random object; either...
Grow Goal
Increases goal length by 1 (up to max 9 digits).
Half (down)
Halfs each, rounds down.
Half (up)
Halfs each, rounds up.
Half Even
Halfs only the even values.
Home Down
Decreases each home die value by 1.
Home Up
Increases each home die value by 1.
Hometop Dn
Decreases each home top row die value by 1.
Hometop Up
Increases each home top row die value by 1.
Joker
Turns its dice into Jokers.
Joker Zero
Inserted dice will decrement the counter accordingly.
Delivers a Joker when countdown reaches 0.
Kamika Zero
Inserted dice will decrement the counter accordingly.
When countdown reaches 0, the final die returns as kamikaze.
Kamikaze
Gives dice a suizide skill which instantly destroys the card they're put on later.
Killer Zero
Inserted dice will decrement the counter accordingly.
Creates a new card killer when countdown reaches 0.
Maximum
Turns each into the highest value.
Middle
Turns each into the (sorted) middle value.
Minimum
Turns each into the lowest value.
New Cards
Deletes and replaces all cards.
New Goal
Regenerates the goal digits.
New Home
Clears home and inserts 6 new random dice.
New Row
Deletes and replaces the other card row.
Nine-ify
Turns values into Nines.
Null-ify
Turns values into Nulls.
N Die
Delivers slot1 × the die from slot2.
N Eights
Sums, then delivers that amount of Eights.
N Fives
Sums, then delivers that amount of Fives.
N Fours
Sums, then delivers that amount of Fours.
N Nines
Sums, then delivers that amount of Nines.
N Nulls
Sums, then delivers that amount of Nulls.
N Ones
Sums, then delivers that amount of Ones.
N Sevens
Sums, then delivers that amount of Sevens.
N Sixes
Sums, then delivers that amount of Sixes.
N Threes
Sums, then delivers that amount of Threes.
N Twos
Sums, then delivers that amount of Twos.
Odd-ify
Turns even into (random) odd.
One-ify
Turns values into Ones.
OR
Delivers result of binary OR operation.
Splits result into digits if 10 or greater. Related: AND and XOR
Parityflip
Turns even into (random) odd, and odd into (random) even.
Preview
Enables card preview (see title of the card to come next).
Product
Delivers the product.
Splits result into digits if 10 or greater.
Quadruple
Multiplies each value by 4.
Splits result into digits if 10 or greater.
Quintuple
Multiplies each value by 5.
Splits result into digits if 10 or greater.
Reroll
Regenerates each value. Can produce Joker.
Rev Hometop
Reverses (flips) top row of home area.
Rnd Hometop
Randomizes (rerolls) home top row dice values. Can produce Joker.
Rotate Down
Subtracts 1. If below range, sets current range top value (e.g. 1 → 6, or 0 → 9).
Rotate Up
Adds 1. If above range, sets current range bottom value (e.g. 6 → 1, or 9 → 0).
Rummage
Lets you pick one of the dumped objects.
Septuple
Multiplies each value by 7.
Splits result into digits if 10 or greater.
Seven-ify
Turns values into Sevens.
Sextuple
Multiplies each value by 6.
Splits result into digits if 10 or greater.
Shrink Goal
If goal length greater 5: removes 1 random digit.
Six-ify
Turns values into Sixes.
Slope
Adjusts values (x, x, x → x-1, x, x+1).
Slope Down
Lowers values (x, x, x → x, x-1, x-2).
Slope Up
Heightens values (x, x, x → x, x+1, x+2).
Spare Die
Just a die for the taking. Then, any die put back is destroyed.
Split (2)
If greater than One:: Splits into 2 smaller values.
Split (3)
If greater than Two:: Splits into 3 smaller values.
Square
Delivers the value squared.
Splits result into digits if 10 or greater.
Straight
Inserted dice will decrement the counter accordingly.
Delivers a straight (1...9) when countdown reaches 0.
Sum
Delivers the sum.
Splits result into digits if 10 or greater.
Sum ×2
Delivers the doubled sum.
Splits result into digits if 10 or greater.
Sum ×3
Delivers the tripled sum.
Splits result into digits if 10 or greater.
Sum ×4
Delivers the sum multiplied by 4.
Splits result into digits if 10 or greater.
Sum ×5
Delivers the sum multiplied by 5.
Splits result into digits if 10 or greater.
Three-ify
Turns values into Threes.
Tool
Needs any straight; order doesn't matter.
Creates a new tool item.
Trash Can
Inserted dice will decrement the counter accordingly.
They're dumped on the trash pile, from which they can be recovered via Get Trash.
Triple
Triples each value.
Splits result into digits if 10 or greater.
Turn
Delivers turn counter (max 99).
Splits result into digits if 10 or greater.
Turn % 10
Turns values into turn counter modulo 10 (rightmost digit).
Turn % 100
Just 2 turn counter digits for the taking. Then, any dice put back are destroyed.
Two-ify
Turns values into Twos.
Unchain
Unlocks all chained cards and dice.
Uncopy
Removes all duplicates.
Up
Increases the value by 1.
Up & Down
Slot1 is increased by 1; slot2 is decreased by 1.
Up 2
Increases the value by 2.
Up 3
Increases the value by 3.
Up 4
Increases the value by 4.
Up 5
Increases the value by 5.
Up ?
Possibly increases the value by 1 or more. Stays within Pips range.
Up Even
Increases even values by 1.
Up Odd
Increases odd values by 1.
Weirdo
Delivers a Weirdo.
Weirdo Zero
Inserted dice will decrement the counter accordingly.
Delivers a Weirdo when countdown reaches 0.
Wheel
Lets a wheel of fortune spin.
You can either win something (die, tool item, or Extra Life) or get a random home die chained for 5 turns.
In any case you'll get a clover
Wish Card
Offers picking the card (out of 3) to appear next.
Wish Die
Offers picking the value (out of 3) to become a new die.
The two unselected values are dumped on the trash pile.
Wish Tool
Offers picking a tool to be created.
The two unselected items - as well as a clover - are dumped on the trash pile.
XOR
Delivers result of binary XOR operation.
Splits result into digits if 10 or greater. Related: AND and OR

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