NEW GAME / PLAY GUIDE
Dicevaders Basics: Target Attack, the Shop and Reading Artifacts
Basic rules, dice manipulation and commander growth requirements · Updated 2026-10-10
Judge success by whether your board can produce attack above the target. Check the columns scored by dice, effect requirements and growth actions in order to narrow down your next purchase, rather than merely asking whether you bought something that looks strong.
Alternate shopping and scoring to grow the board
In the shop, add units, artifacts, Budge and Chrono to build your scoring system. Normally you have 3 Base Dice, and their faces determine the scoring columns. Check the actual dice on screen, as commanders and Perks can add exceptions such as extra dice.
Each time you score dice, conditional unit and artifact effects activate. After scoring, compare cumulative attack with the target, then fill the gaps in the next shop.
- When shopping, check empty board spaces, core units and the artifacts you want to activate.
- Read the dice faces and identify which columns will score.
- If needed, adjust faces with Budge or reroll with Chrono.
- After scoring, check the gap between cumulative attack and the target, and the turns remaining.
- Use the next shop to address whichever was lacking: score, growth or dice manipulation.
These are recurring decisions during ordinary play, not a fixed starting layout or tutorial click sequence.
Displays to check when attack falls short
Check the board and resources alongside the target on the right. Even if your numbers have grown, you still need another decision if they fall short.
| Display or item | Why to check it | Next action |
|---|---|---|
| Target Defense / required attack | Know the threshold to exceed this time | Check the gap from cumulative attack |
| Total Attack / cumulative attack | Know how far your scoring has progressed | If below target, choose the next column to score |
| Turns remaining | Know how much time remains for growth | Separate effects that need development from those that work immediately |
| Budge/Chrono | Know how far you can manipulate the roll | Decide whether adjustments can meet the condition or a reroll is needed |
| Artifacts above columns and their LV | Know which columns are growing and where effects apply | Reread activation and XP requirements |
Read when and where an effect works, as well as STR
Unit STR provides a scoring foundation. Additional unit abilities and artifacts can require conditions such as "score a pair in this column," "score with Base Dice" or "at the start of the turn." Placing a high-STR unit alone does not activate every effect.
Read a condition in three parts: does it target this column or the whole board; does it check Base Dice or Mini-Dice; does it trigger when rolling or when scoring? These distinctions also help diagnose inactive effects.
| Example condition | Easy-to-miss point | Where to check |
|---|---|---|
| A pair in this column | A pair in another column does not qualify | Artifact column and dice faces |
| Score with Base Dice | Do not treat extra Mini-Dice as the same type | Type of dice scored |
| At the start of the turn | Nothing happening during scoring alone does not establish a bug | Timing specified by the effect |
| Non-Token units | Not every unit on the board necessarily qualifies | Unit classification |
Check whether your current board can trigger an effect before buying
Consider both effect size and whether you can meet its requirements. If buying a pair-based effect, check that you can align dice with that column. For effects requiring certain dice or unit classes, first check that qualifying pieces exist on your board.
Chrono also refreshes the shop. Refreshing does not guarantee the item you want. State what your board lacks before refreshing, so you can assess why a new item belongs in it.
- Identify whether you lack a scoring foundation, effect activations, growth or dice manipulation.
- Read the candidate's column, dice-type and unit requirements.
- Check whether your current board and resources can meet them.
- For candidates needing growth, plan the XP-generating actions you can take within the remaining turns.
Purchase priority depends on the board. This is not a strongest-item ranking based on rarity alone.
XP-generating actions differ by commander
After buying artifacts, you also need actions that grant XP. The Captain grows through pairs; The Core through Kraken Die; Hex Prince through Honey; The Duchess through spawning non-Token units.
If you keep aiming for the same faces after changing commanders, you may miss that commander's growth conditions. Read the selected Starter Perk and choose purchases with both scoring and unit spawning in mind.
| Commander | Growth-related action | First check |
|---|---|---|
| The Captain | Score a pair | Can you make a pair in the artifact column you want to develop? |
| The Core | Use Kraken Die | Does Kraken Die's column match the artifact you want to develop? |
| Hex Prince | Collect Honey | Can you score a column that still contains Honey? |
| The Duchess | Spawn non-Token units | Have you checked the class and column of the units being spawned? |
Checks when scores or effects stop growing
Compare requirements with your board before writing the result off as bad luck. This table helps identify the missing mechanism.
| Symptom | Check | Adjustment direction |
|---|---|---|
| Your main units do not score | Do dice land in their column? | Adjust to that column's face or consider rerolling |
| An artifact effect does not activate | Did you meet its column, dice-type and pair requirements? | Adapt the board to conditions you can actually meet |
| Artifact LV does not grow | Did you take actions matching the commander's growth conditions? | Return to the Starter Perk's XP requirements |
| Attack stays low even after making pairs | Does that column have a scoring foundation or activating effects? | Reconsider what scores, not just the number of pairs |
| You run out of Budge | Do any effects spend it besides face adjustments? | Check resource costs on Perks and artifacts |
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