v0.81 • Oct 2019

Reroll all the dice!

— Weirdo

— Weirdo

- Interface: Header, Tabletop, Goal, Home, Footer
- Rules
- Cards

Normal: Backside, Change, Distance, Down, Down 2, Down 3, Down 4, Down 5, Down ?, Down Even, Down Odd, Eight-ify, Even-ify, Five-ify, Four-ify, Half (down), Half (up), Half Even, Maximum, Middle, Minimum, Nine-ify, Null-ify, Odd-ify, One-ify, Parityflip, Reroll, Rotate Down, Rotate Up, Seven-ify, Six-ify, Slope, Slope Down, Slope Up, Three-ify, Turn % 10, Two-ify, Up, Up & Down, Up 2, Up 3, Up 4, Up 5, Up ?, Up Even, Up Odd

Create: 3 Distance, 3 Eights, 3 Fives, 3 Fours, 3 Nines, 3 Nulls, 3 Ones, 3 Sevens, 3 Sixes, 3 Threes, 3 Twos, Change +, Copy, Copy Down, Copy Up, Cut One, Cut Two, Double, Double Down, Double Up, N Die, N Eights, N Fives, N Fours, N Nines, N Nulls, N Ones, N Sevens, N Sixes, N Threes, N Twos, Quadruple, Quintuple, Septuple, Sextuple, Split (2), Split (3), Square, Straight, Triple

Destroy: 1 Distance, 1 Eight, 1 Five, 1 Four, 1 Maximum, 1 Middle, 1 Minimum, 1 Modulo, 1 Nine, 1 Null, 1 One, 1 Seven, 1 Six, 1 Three, 1 Two, AND, Combine, Cutter Zero, Delete, Filter Zero, Joker Zero, Kamika Zero, Killer Zero, OR, Product, Sum, Sum ×2, Sum ×3, Sum ×4, Sum ×5, Trash Can, Turn, Uncopy, Weirdo Zero, XOR

Special: Add Card, Antifilter, Black Jack, Bolt Cutter, Card Killer, Chg Hometop, Clover, Clover Zero, Darts, Donation, Donation+, Extra Life, Filterflip, Filterflip+, Get Trash, Goody, Grow Goal, Home Down, Home Up, Hometop Dn, Hometop Up, Joker, Kamikaze, New Cards, New Goal, New Home, New Row, Preview, Rev Hometop, Rnd Hometop, Rummage, Shrink Goal, Spare Die, Tool, Turn % 100, Unchain, Weirdo, Wheel, Wish Card, Wish Die, Wish Tool

- Top left:
- Score: shows wins and losses (of rounds)
- Extra Life: depicted by green stars (see Rules :: Extra Life)
- Pips range: from
*1...6*to*0...9* - Turn counter
- Preview: card title (click it to see the next card's description)

- Top right:
- Button [ ? ] opens/closes this manual window
- Button [ New/Next Round ] starts a new (or the next) round
- Trash counter

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...

- ... card killer stack

- ... antifilter stack

- ... bolt cutter stack

- ... clover stack

- Basics
- Move: Drag'n'drop dice into card slots.

- To win a round:
**Get dice that match the Goal numbers.**

Order or surplus dice don't matter.

- Move: Drag'n'drop dice into card slots.
- Flow
- Game start (page reload):
- Score is set to
*0 : 0*. - Extra Life counter is set to 0.
- Pips range is set to standard dice range (
*1...6*). - Card title preview is off.
- Trash counter is set to 0.
- The number of available cards is set to 4.
- Goal length is set to 5.
- Card killer slot is empty.
- Antifilter slot is empty.
- Bolt cutter slot is empty.

- Score is set to
- (Next) Round start:
- Turn counter is set to 1.
- A new set of cards is put on the table.
- A new random Goal combination is created.
- 6 random dice are put in the Home area.

- New Round (
**breaking an unfinished round**):- If Extra Life is available, it gets decremented; otherwise, the Score is updated (increasing the number of
*losses*). - Pips range is set to standard dice range (1...6).
- A round starts as usual.

- If Extra Life is available, it gets decremented; otherwise, the Score is updated (increasing the number of
- Victory: Score is updated (increasing the number of
*wins*).

- Game start (page reload):
- Miscellaneous
- Interlude: Every 50 turns, you are donated a random die. However, if you're out of clover then, this will for sure be a
*missing*die.

- Interlude: Every 50 turns, you are donated a random die. However, if you're out of clover then, this will for sure be a

Extra Life is consumed when a round has been given up (via button [ New Round ]), thereby preventing the awkward

A star can be obtained (either) by...

- ... an instant win (having got matching dice at the start of a round)
- ... activating the card Extra Life
- ... precisely hitting a Black Jack limit
- ... a lucky gift from the card Goody
- ... a lucky spin on the card Wheel

Notice: Be deliberate, since a tool item can be used

Card killers let you remove

Also, they let you make

Can be obtained (either) by...

- ... activating the card Card Killer
- ... executing the card Killer Zero
- ... choosing it from the card Wish Tool
- ... the card Tool (in case of 3 slots)
- ... activating the card Get Trash (in case a killer has been dumped earlier)
- ... picking it from the card Rummage (in case a killer has been dumped earlier)
- ... a lucky gift from the card Goody
- ... a lucky spin on the card Wheel

Antifilters let you reverse

Notice: Some cards (e.g. Up/Down-types) don't allow altering their slots for logical reasons.

- fixed value → backside
- minimum (
*#*...9) → maximum (0...*#*) - maximum (0...
*#*) → minimum (*#*...9) - even → odd
- odd → even
- Joker → Weirdo

- ... activating the card Antifilter
- ... executing the card Filter Zero
- ... choosing it from the card Wish Tool
- ... activating the card Tool (in case of 4 slots)
- ... activating the card Get Trash (in case an antifilter has been dumped earlier)
- ... picking it from the card Rummage (in case an antifilter has been dumped earlier)
- ... a lucky gift from the card Goody
- ... a lucky spin on the card Wheel

Bolt cutters let you unchain

Can be obtained (either) by...

- ... activating the card Bolt Cutter
- ... executing the card Cutter Zero
- ... choosing it from the card Wish Tool
- ... the card Tool (in case of 4 slots)
- ... activating the card Get Trash (in case a cutter has been dumped earlier)
- ... picking it from the card Rummage (in case a cutter has been dumped earlier)
- ... a lucky gift from the card Goody
- ... a lucky spin on the card Wheel

Clovers let you change

Can be obtained (either) by...

- ... activating the card Clover
- ... executing the card Clover Zero
- ... the card Tool (in case of 3 slots)
- ... activating the card Get Trash (in case a clover has been dumped earlier)
- ... picking it from the card Rummage (in case a clover has been dumped earlier)
- ... a lucky gift from the card Goody
- ... playing the card Wheel
- ... playing the card Black Jack without overshooting

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

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

- ... all dice put in a Trash Can
- ... unselected dice from Wish Die choices
- ... unselected tools from Wish Tool choices

They're not really lost, since you can get them back:

- Each use of the card Get Trash will recover (the latest) 3 of that stack.
- Via card Rummage you can browse the trash pile and pick 1 item.

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...

- ... activating the card Joker
- ... executing the card Joker Zero
- ... a lucky result of the card Reroll
- ... a lucky result of the card Change
- ... a lucky result of the card Change +
- ... chance from the card Goody
- ... hitting the outer bullseye on the card Darts

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...

- ... activating the card Weirdo
- ... executing the card Weirdo Zero
- ... chance from the card Goody
- ... upgrading a joker via antifilter or clover
- ... hitting the inner bullseye on the card Darts

- It's crucial to keep activating/executing cards - even more important than getting green dice, or clinging to them.
- Never hesitate to sacrifice green dice.
- You can
*park*dice on multi-slot cards (by not completely filling them up), to make space in the inventory or even empty it and get a couple new dice. - Insufficient dice material:
- Prefer
*blue*cards, avoid*red*cards, if possible. - Make a virtue of necessity: try to get an empty home.

- Prefer
- Too many dice (too little space):
- Prefer
*red*cards, avoid*blue*cards, if possible. - Park dice on multi-slot cards.
- Feed
*countdown*cards, if available. - Put dice on cards that will fall asleep anyway.
- When using a card killer: put it on a home die (making it a kamikaze) and let that dice kill the card.

- Prefer
- Before pressing [ Take ] in Black Jack: make sure to have enough inventory space for collecting the rolled values.

Similarly, the cards Get Trash and Rummage won't wait (fall asleep) for free home gaps. If no space is left, delivery is simply aborted. - For
*countdown*cards: calculate early which dice you need to bring the counter down to exactly zero. - Using the card Straight: utilize the fact that it wants to deliver a nice sequence of all values. Just ensure adequate home space by keeping only the duplicates.
- See a fixed filter value (that you need) on a multi-slot card? Make it an actual die via Joker/Weirdo and grab it.
- When using a Weirdo, keep in mind he needs an empty home slot to return to.
- Don't overestimate the Preview. Even though a great card is announced, you might not be able to use it, because of unexpected filters.

The same applies to the card choice of Wish Card. - In the early rounds, with only 4 cards and no tools, the game might seem too hard, especially for beginners.

To give yourself a convenient headstart, just append "?c" (for**cheat mode**) to the page name in the addressbar, like so:

`.../dicemachina/index.html`**?c**

This way, the game will start with...- ... card title preview
*enabled* - ... 3 random dice on the trash pile
- ... all 6 cards on the table
- ... a card killer
- ... an antifilter
- ... a bolt cutter
- ... a clover

- ... card title preview

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

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

- Normal: Won't change the amount of dice.
- Create: Can (or will)
**produce**new dice. - Destroy: Can (or will)
**decimate**dice. - Special: Usually won't change the amount of dice (and returns them unmodified).

Cards can sometimes be used twice or thrice, shown below the title as

- Fixed: only the depicted value
- Minimum: only
*#*...9 - Maximum: only 0...
*#* - Even: only an even value
- Odd: only an odd value

If a card produces more dice than fit in the home area, it simply falls

As an exception,

All cards in alphabetical order: 1 Distance

Delivers the difference.

1 EightDelivers a single *Eight*.

1 FiveDelivers a single *Five*.

1 FourDelivers a single *Four*.

1 MaximumDelivers the highest value.

1 MiddleDelivers the (sorted) middle value.

1 MinimumDelivers the lowest value.

1 ModuloDelivers result of modulo operation (remainder after division).

1 NineDelivers a single *Nine*.

1 NullDelivers a single *Null*.

1 OneDelivers a single *One*.

1 SevenDelivers a single *Seven*.

1 SixDelivers a single *Six*.

1 ThreeDelivers a single *Three*.

1 TwoDelivers a single *Two*.

3 DistanceDelivers 3 dice; value set to difference.

3 EightsDelivers 3 *Eight*s.

3 FivesDelivers 3 *Five*s.

3 FoursDelivers 3 *Four*s.

3 NinesDelivers 3 *Nine*s.

3 NullsDelivers 3 *Null*s.

3 OnesDelivers 3 *One*s.

3 SevensDelivers 3 *Seven*s.

3 SixesDelivers 3 *Six*es.

3 ThreesDelivers 3 *Three*s.

3 TwosDelivers 3 *Two*s.

Add CardIncreases the number of available cards on the table (up to 6).

AND
AntifilterCreates a new antifilter.

BacksideFlips each (0↔7, 1↔6, 2↔5, 3↔4, and 8↔9).

Black JackOffers a quick round of Black Jack.

Bolt Cutter- safe: highest sum on which you can safely roll without risking a limit break.
- Press [ Roll ] to add another dice value.
- Press [ Take ] to collect the rolled values (plus a free clover) and close the card.
- Hitting the limit (13, 15, 17, or 19 - depends on current
*pips range*) earns you an Extra Life. - Overshooting the limit will instantly close the card.

Creates a new bolt cutter.

Card KillerCreates a new card killer.

ChangeModifies 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 HometopModifies value and creates an extra dice. Can produce Joker.

Changes home *top row* dice values. Can produce Joker.

CloverCreates a new Clover.

Clover ZeroInserted dice will decrement the counter accordingly.

Creates a new clover when countdown reaches 0.

CombineCreates a new clover when countdown reaches 0.

Adds up, then splits sum into range top values (as far as if possible).

CopyCreates a copy of each.

Copy DownCreates a down-rotated copy of each.

Copy UpCreates an up-rotated copy of each.

Cut OneIf greater than *Null*: Subtracts 1, and also creates a *One* (e.g. 5 → 4+*1*, or 1 → 0+*1*).

Cut TwoIf greater than *One*: Subtracts 2, and also creates a *Two* (e.g. 5 → 3+*2*, or 2 → 0+*2*).

Cutter ZeroInserted dice will decrement the counter accordingly.

Creates a new bolt cutter when countdown reaches 0.

Darts
DeleteCreates a new bolt cutter when countdown reaches 0.

Destroys its dice.

DistanceTurns each into the difference.

DonationDonates 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).

DoubleDoubles each value.

Splits result into digits if 10 or greater.

Double DownSplits result into digits if 10 or greater.

If greater than *One*: Doubles each value, and subtracts 1.

Splits result into digits if 10 or greater.

Double UpSplits result into digits if 10 or greater.

Doubles each value, and adds 1.

Splits result into digits if 10 or greater.

DownSplits result into digits if 10 or greater.

Decreases the value by 1.

Down 2Decreases the value by 2.

Down 3Decreases the value by 3.

Down 4Decreases the value by 4.

Down 5Decreases the value by 5.

Down ?Possibly decreases the value by 1 or more. Stays within Pips range.

Down EvenDecreases even values by 1.

Down OddDecreases odd values by 1.

Eight-ifyTurns values into *Eight*s.

Even-ifyTurns odd into (random) even.

Extra LifeAdds an Extra Life.

Filter ZeroInserted dice will decrement the counter accordingly.

Creates a new antifilter when countdown reaches 0.

FilterflipCreates a new antifilter when countdown reaches 0.

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+Notice: Some cards (e.g. Up/Down-types) don't allow altering their slots for logical reasons.

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-ifyNotice: Some cards (e.g. Up/Down-types) don't allow altering their slots for logical reasons.

Turns values into *Five*s.

Four-ifyTurns values into *Four*s.

Get TrashRecovers the last 3 objects that have been dumped on the trash pile earlier.

GoodyOffers a random object; either...

Grow Goal- ... a Joker or Weirdo
- ... a tool item
- ... an Extra Life

Increases goal length by 1 (up to max 9 digits).

Half (down)Halfs each, rounds down.

Half (up)Halfs each, rounds up.

Half EvenHalfs only the even values.

Home DownDecreases each home die value by 1.

Home UpIncreases each home die value by 1.

Hometop DnDecreases each home *top row* die value by 1.

Hometop UpIncreases each home *top row* die value by 1.

JokerTurns its dice into Jokers.

Joker Zero
Kamika ZeroInserted dice will decrement the counter accordingly.

When countdown reaches 0, the final die returns as kamikaze.

KamikazeWhen countdown reaches 0, the final die returns as kamikaze.

Gives dice a *suizide skill* which instantly destroys the card they're put on later.

Killer ZeroInserted dice will decrement the counter accordingly.

Creates a new card killer when countdown reaches 0.

MaximumCreates a new card killer when countdown reaches 0.

Turns each into the highest value.

MiddleTurns each into the (sorted) middle value.

MinimumTurns each into the lowest value.

New CardsDeletes and replaces all cards.

New GoalRegenerates the goal digits.

New HomeClears home and inserts 6 new random dice.

New RowDeletes and replaces the other card row.

Nine-ifyTurns values into *Nine*s.

Null-ifyTurns values into *Null*s.

N DieDelivers slot1 × the die from slot2.

N EightsSums, then delivers that amount of *Eight*s.

N FivesSums, then delivers that amount of *Five*s.

N FoursSums, then delivers that amount of *Four*s.

N NinesSums, then delivers that amount of *Nine*s.

N NullsSums, then delivers that amount of Nulls.

N OnesSums, then delivers that amount of *One*s.

N SevensSums, then delivers that amount of *Seven*s.

N SixesSums, then delivers that amount of *Six*es.

N ThreesSums, then delivers that amount of *Three*s.

N TwosSums, then delivers that amount of *Two*s.

Odd-ifyTurns even into (random) odd.

One-ifyTurns values into *One*s.

ORDelivers result of binary OR operation.

Splits result into digits if 10 or greater. Related: AND and XOR

ParityflipSplits result into digits if 10 or greater. Related: AND and XOR

Turns even into (random) odd, and odd into (random) even.

PreviewEnables card preview (see title of the card to come next).

ProductDelivers the product.

Splits result into digits if 10 or greater.

QuadrupleSplits result into digits if 10 or greater.

Multiplies each value by 4.

Splits result into digits if 10 or greater.

QuintupleSplits result into digits if 10 or greater.

Multiplies each value by 5.

Splits result into digits if 10 or greater.

RerollSplits result into digits if 10 or greater.

Regenerates each value. Can produce Joker.

Rev HometopReverses (flips) *top row* of home area.

Rnd HometopRandomizes (rerolls) home *top row* dice values. Can produce Joker.

Rotate DownSubtracts 1. If below range, sets current *range top* value (e.g. 1 → 6, or 0 → 9).

Rotate UpAdds 1. If above range, sets current *range bottom* value (e.g. 6 → 1, or 9 → 0).

RummageLets you pick one of the dumped objects.

SeptupleMultiplies each value by 7.

Splits result into digits if 10 or greater.

Seven-ifySplits result into digits if 10 or greater.

Turns values into *Seven*s.

SextupleMultiplies each value by 6.

Splits result into digits if 10 or greater.

Shrink GoalSplits result into digits if 10 or greater.

If goal length greater 5: removes 1 random digit.

Six-ifyTurns values into *Six*es.

SlopeAdjusts values (x, x, x → x-1, x, x+1).

Slope DownLowers values (x, x, x → x, x-1, x-2).

Slope UpHeightens values (x, x, x → x, x+1, x+2).

Spare DieJust 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.

SquareDelivers the value squared.

Splits result into digits if 10 or greater.

StraightSplits result into digits if 10 or greater.

Inserted dice will decrement the counter accordingly.

Delivers a straight (1...9) when countdown reaches 0.

SumDelivers a straight (1...9) when countdown reaches 0.

Delivers the sum.

Splits result into digits if 10 or greater.

Sum ×2Splits result into digits if 10 or greater.

Delivers the doubled sum.

Splits result into digits if 10 or greater.

Sum ×3Splits result into digits if 10 or greater.

Delivers the tripled sum.

Splits result into digits if 10 or greater.

Sum ×4Splits result into digits if 10 or greater.

Delivers the sum multiplied by 4.

Splits result into digits if 10 or greater.

Sum ×5Splits result into digits if 10 or greater.

Delivers the sum multiplied by 5.

Splits result into digits if 10 or greater.

Three-ifySplits result into digits if 10 or greater.

Turns values into *Three*s.

ToolNeeds any *straight*; order doesn't matter.

Creates a new tool item.

Trash CanCreates a new tool item.

- 3 slots: either card killer or clover
- 4 slots: either antifilter or bolt cutter

Inserted dice will decrement the counter accordingly.

They're dumped on the trash pile, from which they can be recovered via Get Trash.

TripleThey're dumped on the trash pile, from which they can be recovered via Get Trash.

Triples each value.

Splits result into digits if 10 or greater.

TurnSplits result into digits if 10 or greater.

Delivers *turn counter* (max 99).

Splits result into digits if 10 or greater.

Turn % 10Splits result into digits if 10 or greater.

Turns values into *turn counter* modulo 10 (rightmost digit).

Turn % 100Just 2 *turn counter* digits for the taking. Then, any dice put back are destroyed.

Two-ifyTurns values into *Two*s.

UnchainUnlocks all chained cards and dice.

UncopyRemoves all duplicates.

UpIncreases the value by 1.

Up & DownSlot1 is *increased* by 1; slot2 is *decreased* by 1.

Up 2Increases the value by 2.

Up 3Increases the value by 3.

Up 4Increases the value by 4.

Up 5Increases the value by 5.

Up ?Possibly increases the value by 1 or more. Stays within Pips range.

Up EvenIncreases even values by 1.

Up OddIncreases odd values by 1.

WeirdoDelivers a Weirdo.

Weirdo Zero
WheelLets 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 CardYou 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

Offers picking the card (out of 3) to appear next.

Wish DieOffers picking the value (out of 3) to become a new die.

The two unselected values are dumped on the trash pile.

Wish ToolThe two unselected values are dumped on the trash pile.

Offers picking a tool to be created.

The two unselected items - as well as a clover - are dumped on the trash pile.

XORThe two unselected items - as well as a clover - are dumped on the trash pile.

Delivers result of binary XOR operation.

Splits result into digits if 10 or greater. Related: AND and OR

Splits result into digits if 10 or greater. Related: AND and OR

↑ TOP