Getting and throwing special dice
Search drawers, containers and tables as you explore. Some dice come from shop or room dispensers. A dispenser can supply another die after its previous one is used; the individual die is still single-use.
Select the die in your inventory and follow the HUD. The visible throw controls are hold left mouse button to throw, scroll to rotate, and G to drop. Dropping a die is not the same as throwing it to resolve its effect.
Dice by purpose
| Die | Main use |
|---|---|
| Heal | Heals an area and can revive a body in range |
| Resurrect | Revives a dead player; do not depend on every self-revive exception |
| Teleport | Moves the thrower to the landing point |
| Rally | Brings other players, including bodies, to the landing point |
| Thread | Sends a ball of thread toward the game room |
| Echo | Sends a pulse marking idols, players and monsters |
| Cocoon | Wraps nearby entities after a delay; can also trap teammates |
| Freeze | Briefly immobilizes a target |
| Anti-Gravity | Creates a blue floating zone for players and items |
| Cube | Creates a movable block for climbing |
| Boom | Produces a small explosion |
| Fire | Ignites the landing area after a delay |
| Lightning / Storm | Calls a lightning strike |
| Firework | Creates a bouncing firework that can hurt on contact |
| Lantern | Creates a movable light that can serve as a marker |
| Chaos | Chooses one of the die’s effects |
Rescue without another accident
Check a body’s position before using Heal. A corpse pushed into a wall can remain stuck after revival; make sure the rescued player can actually move before leaving.
Do not plan a rescue around an exact restored HP value. Give the revived player time to move somewhere safe.
Use Teleport for your own relocation. Do not assume Rally will also move the person who threw it.
Bad faces matter
Special dice can have harmful faces. Do not apply a universal five-in-six success rate to every die or house rule.
An effect that normally waits before activating can happen immediately on a bad roll. Leave room around the landing point, especially with Fire, Cocoon or an offensive die near teammates.
An unmarked area after Echo is not automatically safe. A control die is a chance to create space, not a guarantee against every monster.
Special dice versus movement dice
The numbered die advances the shared board piece. Updates that change where a numbered die activates do not make special dice reusable.
For placement details, read Anti-Gravity. For navigation under pressure, keep the main turn loop in mind before spending your last return tool.