Home / Charms
All 40 charms
Charms are the upgrades you buy between rounds. You can hold 5 at a time. Each page shows the same dice scored with and without the charm.
Common charms, $4 each
CommonSixerEvery scored 6: +4 Odds.
CommonOdd OnesEvery scored odd die: +20 Pot.
CommonEvensEvery scored even die: +2 Odds.
CommonSteady Hand+20 Pot on every throw.
CommonTwinsPair: +5 Odds. Two Pair: +8 Odds.
CommonBookendsA 1 and a 6 both scored: +10 Odds.
CommonLow BallEvery scored 1 counts as 7 pips and adds +2 Odds.
CommonAnchorEach die you kept through a reroll adds +12 Pot.
CommonFistfulEvery scored 5: +25 Pot.
CommonPenniesEvery scored 1 or 2: +30 Pot.
CommonHerdEach matching pair among your five dice: +2 Odds, up to +4. Three alike count as three pairs.
CommonOdd CoupleYour scored dice include an odd and an even: +5 Odds.
CommonBluffPair or High Die: +20 Pot and +3 Odds.
CommonSmall FryPair or Two Pair made only of 1s, 2s and 3s: ×3 Odds.
Uncommon charms, $6 each
UncommonLeftoversDice that are not in your hand add double their pips to the Pot.
UncommonThree's CompanyThree, Full House, Four or Five of a Kind: ×2 Odds.
UncommonHouse PartyFull House: ×3 Odds.
UncommonOn the RunAny straight: +60 Pot and +6 Odds.
UncommonSnake EyesEvery scored 1: ×1.5 Odds.
UncommonBig Spender+1 Odds for every $3 you hold.
UncommonLast CallYour last throw of the round: ×2 Odds.
UncommonUnderdogAll five dice add up to 15 or less: ×2.5 Odds.
UncommonAll DifferentNo two dice match: +100 Pot.
UncommonLucky SevenDice not in your hand add up to exactly 7: ×2 Odds.
UncommonPit StopEvery reroll you leave unused on a throw: +4 Odds.
UncommonSecond Wind+1 reroll on every throw.
UncommonTop ShelfYour highest scored die adds its pips to the Odds, up to +4.
UncommonShort StackEvery scored die is a 3 or lower: ×2.5 Odds.
UncommonTall StackEvery scored die is a 4 or higher: ×2 Odds.
UncommonKickerIf exactly one die is left out of your hand, its pips add to the Odds.
UncommonSummitYour scored dice add up to 18 or more: ×2.5 Odds.
UncommonNeighborsEach pair of scored dice that differ by exactly 1: +3 Odds.
Rare charms, $8 each
RareHat Trick+2 Odds on every throw. Score the same hand three throws in a row: ×4 Odds on the third, then it resets.
RareExtra Throw+1 throw every round.
RareHot StreakGrows +1 Odds every time you score Pair or better, up to +3. Keeps it all run.
RareEntourage+1 Odds for each other charm you own.
RareGambler×2 Odds on every throw. Costs $2 a throw, and you can go into debt. In debt, the charm stand is closed.
RareHand of FiveThree, Full House, Four or Five of a Kind: +30 Pot and +3 Odds. Four or Five: ×4 Odds too, and Four scores all five dice.
RareGripEach die you kept through two rerolls adds +2 Odds.
RareEven MoneyFour dice the same parity (all odd or all even): ×1.5 Odds. All five: ×4 Odds.
By type
Die charms
It fires once for every scoring die that matches.
- Sixer: Every scored 6: +4 Odds.
- Odd Ones: Every scored odd die: +20 Pot.
- Evens: Every scored even die: +2 Odds.
- Low Ball: Every scored 1 counts as 7 pips and adds +2 Odds.
- Snake Eyes: Every scored 1: ×1.5 Odds.
- Fistful: Every scored 5: +25 Pot.
- Pennies: Every scored 1 or 2: +30 Pot.
Hand charms
It looks at the whole hand when you score.
- Steady Hand: +20 Pot on every throw.
- Twins: Pair: +5 Odds. Two Pair: +8 Odds.
- Bookends: A 1 and a 6 both scored: +10 Odds.
- Three's Company: Three, Full House, Four or Five of a Kind: ×2 Odds.
- House Party: Full House: ×3 Odds.
- On the Run: Any straight: +60 Pot and +6 Odds.
- Big Spender: +1 Odds for every $3 you hold.
- Last Call: Your last throw of the round: ×2 Odds.
- Underdog: All five dice add up to 15 or less: ×2.5 Odds.
- All Different: No two dice match: +100 Pot.
- Lucky Seven: Dice not in your hand add up to exactly 7: ×2 Odds.
- Pit Stop: Every reroll you leave unused on a throw: +4 Odds.
- Hat Trick: +2 Odds on every throw. Score the same hand three throws in a row: ×4 Odds on the third, then it resets.
- Hot Streak: Grows +1 Odds every time you score Pair or better, up to +3. Keeps it all run.
- Entourage: +1 Odds for each other charm you own.
- Gambler: ×2 Odds on every throw. Costs $2 a throw, and you can go into debt. In debt, the charm stand is closed.
- Hand of Five: Three, Full House, Four or Five of a Kind: +30 Pot and +3 Odds. Four or Five: ×4 Odds too, and Four scores all five dice.
- Anchor: Each die you kept through a reroll adds +12 Pot.
- Herd: Each matching pair among your five dice: +2 Odds, up to +4. Three alike count as three pairs.
- Odd Couple: Your scored dice include an odd and an even: +5 Odds.
- Bluff: Pair or High Die: +20 Pot and +3 Odds.
- Small Fry: Pair or Two Pair made only of 1s, 2s and 3s: ×3 Odds.
- Top Shelf: Your highest scored die adds its pips to the Odds, up to +4.
- Short Stack: Every scored die is a 3 or lower: ×2.5 Odds.
- Tall Stack: Every scored die is a 4 or higher: ×2 Odds.
- Kicker: If exactly one die is left out of your hand, its pips add to the Odds.
- Summit: Your scored dice add up to 18 or more: ×2.5 Odds.
- Neighbors: Each pair of scored dice that differ by exactly 1: +3 Odds.
- Grip: Each die you kept through two rerolls adds +2 Odds.
- Even Money: Four dice the same parity (all odd or all even): ×1.5 Odds. All five: ×4 Odds.
Rule charms
It changes a rule of the table.
- Leftovers: Dice that are not in your hand add double their pips to the Pot.
- Second Wind: +1 reroll on every throw.
- Extra Throw: +1 throw every round.
Unlocks
24 charms are in the pool from your first run: Sixer, Odd Ones, Evens, Steady Hand, Twins, Bookends, Low Ball, Leftovers, Three's Company, House Party, On the Run, Snake Eyes, Big Spender, Last Call, Underdog, All Different, Lucky Seven, Pit Stop, Second Wind, Extra Throw, Anchor, Fistful, Herd, Odd Couple.
The other 16 unlock as you beat bosses. Each boss win unlocks the next 2, in this order:
- Boss win 1: Pennies and Small Fry
- Boss win 2: Bluff and Top Shelf
- Boss win 3: Short Stack and Tall Stack
- Boss win 4: Kicker and Neighbors
- Boss win 5: Summit and Hot Streak
- Boss win 6: Hat Trick and Entourage
- Boss win 7: Hand of Five and Grip
- Boss win 8: Even Money and Gambler
Until a charm is unlocked it cannot show up at the charm stand. The daily run always uses the 24 starter charms. Selling a charm returns half its price.