Dice Machina :: Manual
v0.81 • Oct 2019
Reroll all the dice!
— 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
Interface :: Header
- 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
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
- 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.
- 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.
- (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.
- Victory: Score is updated (increasing the number of wins).
- 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.
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...
- ... 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
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...
- ... 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
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.
- fixed value → backside
- minimum (#...9) → maximum (0...#)
- maximum (0...#) → minimum (#...9)
- even → odd
- odd → even
- Joker → Weirdo
Can be obtained (either) by...
- ... 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
Rules :: Toolbox :: Bolt cutter

Bolt cutters let you unchain locked cards and locked dice.
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
Rules :: Toolbox :: Clover

Clovers let you change home dice values.
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
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:
- 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.
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...
- ... 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
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
- 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.
- 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.
- 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...
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:
- 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 Use ×2 or Use ×3.
Slots can have filters applied, which accept only a certain kind of values:
- Fixed: only the depicted value
- Minimum: only #...9
- Maximum: only 0...#
- Even: only an even value
- Odd: only an odd value
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
DistanceDelivers 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 Eights.
3
FivesDelivers 3 Fives.
3
FoursDelivers 3 Fours.
3
NinesDelivers 3 Nines.
3
NullsDelivers 3 Nulls.
3
OnesDelivers 3 Ones.
3
SevensDelivers 3 Sevens.
3
SixesDelivers 3 Sixes.
3
ThreesDelivers 3 Threes.
3
TwosDelivers 3 Twos.
Add CardIncreases the number of available cards on the table (up to 6).
ANDDelivers result of binary AND operation.
Related:
OR and
XOR
Antifilter
BacksideFlips each (0↔7, 1↔6, 2↔5, 3↔4, and 8↔9).
Black JackOffers a quick round of Black Jack.
- 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.
Bolt Cutter
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 HometopChanges home
top row dice values. Can produce
Joker.
Clover
Clover ZeroInserted dice will decrement the counter accordingly.
Creates a new
clover when countdown reaches 0.
CombineAdds up, then splits sum into range top values (as far as if possible).
CopyCreates a copy of each.
Copy Down
Copy Up
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.
DartsThrow 3 darts to collect dice.
DeleteDestroys 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 DownIf greater than One: Doubles each value, and subtracts 1.
Splits result into digits if 10 or greater.
Double UpDoubles each value, and adds 1.
Splits result into digits if 10 or greater.
DownDecreases 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 Eights.
Even-ifyTurns odd into (random) even.
Extra Life
Filter ZeroInserted dice will decrement the counter accordingly.
Creates a new
antifilter when countdown reaches 0.
FilterflipFlips 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-ifyTurns values into Fives.
Four-ifyTurns values into Fours.
Get TrashRecovers the last 3 objects that have been dumped on the
trash pile earlier.
GoodyOffers a random object; either...
Grow GoalIncreases 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 ZeroInserted dice will decrement the counter accordingly.
Delivers a
Joker when countdown reaches 0.
Kamika ZeroInserted dice will decrement the counter accordingly.
When countdown reaches 0, the final die returns as
kamikaze.
KamikazeGives 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.
MaximumTurns 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 Nines.
Null-ifyTurns values into Nulls.
N
DieDelivers slot1 × the die from slot2.
N
EightsSums, then delivers that amount of Eights.
N
FivesSums, then delivers that amount of Fives.
N
FoursSums, then delivers that amount of Fours.
N
NinesSums, then delivers that amount of Nines.
N
NullsSums, then delivers that amount of Nulls.
N
OnesSums, then delivers that amount of Ones.
N
SevensSums, then delivers that amount of Sevens.
N
SixesSums, then delivers that amount of Sixes.
N
ThreesSums, then delivers that amount of Threes.
N
TwosSums, then delivers that amount of Twos.
Odd-ifyTurns even into (random) odd.
One-ifyTurns values into Ones.
ORDelivers result of binary OR operation.
Splits result into digits if 10 or greater.
Related:
AND and
XOR
ParityflipTurns 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.
QuadrupleMultiplies each value by 4.
Splits result into digits if 10 or greater.
QuintupleMultiplies each value by 5.
Splits result into digits if 10 or greater.
RerollRegenerates 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-ifyTurns values into Sevens.
SextupleMultiplies each value by 6.
Splits result into digits if 10 or greater.
Shrink GoalIf goal length greater 5: removes 1 random digit.
Six-ifyTurns values into Sixes.
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.
StraightInserted dice will decrement the counter accordingly.
Delivers a straight (1...9) when countdown reaches 0.
SumDelivers the sum.
Splits result into digits if 10 or greater.
Sum ×2Delivers the doubled sum.
Splits result into digits if 10 or greater.
Sum ×3Delivers the tripled sum.
Splits result into digits if 10 or greater.
Sum ×4Delivers the sum multiplied by 4.
Splits result into digits if 10 or greater.
Sum ×5Delivers the sum multiplied by 5.
Splits result into digits if 10 or greater.
Three-ifyTurns values into Threes.
ToolNeeds any
straight; order doesn't matter.
Creates a new tool item.
Trash CanInserted dice will decrement the counter accordingly.
They're dumped on the
trash pile, from which they can be recovered via
Get Trash.
TripleTriples each value.
Splits result into digits if 10 or greater.
TurnDelivers turn counter (max 99).
Splits result into digits if 10 or greater.
Turn % 10Turns 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 Twos.
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.
Weirdo
Weirdo ZeroInserted dice will decrement the counter accordingly.
Delivers a
Weirdo when countdown reaches 0.
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 CardOffers 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 ToolOffers picking a tool to be created.
The two unselected items - as well as a
clover - are dumped on the
trash pile.
XORDelivers result of binary XOR operation.
Splits result into digits if 10 or greater.
Related:
AND and
OR
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