The basics¶
A run¶
- You start with 100 rolls and a normal 1 to 6 die.
- Each roll moves your ball that many tiles, and every tile you cross pays points: 1 point to start with, plus whatever your upgrades add.
- Tiles are light or dark. Lots of cards care which colour you land on.
- The run ends when you run out of rolls. Your score then turns into meta points.
Biomes and gates¶
The board is split into biomes. Each one ends at a gate tile, and your ball stops on the gate even if the roll had moves left.
- Reaching a gate gives you 11 rolls (more with Gate Greeter in the meta tree) and a free perk card.
- At the first gate you also pick your Spark source.
- You can redeal the perk cards 2 times per run, at most once per gate. The Spark choice cannot be redealt.
Biomes get longer as you go. After biome 3, each one is 125 tiles longer than the last.
| Biome | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Tiles | 60 | 150 | 320 | 445 | 570 | 695 | 820 | 945 |
The shop¶
The shop sells upgrade cards for points. Cards only last for the run you buy them in. Unlock a bigger shop to see more cards and stronger ones.
| Shop | Cards offered | Unlock cost | Card tiers dealt |
|---|---|---|---|
| Basic | 3 | Free | 1 |
| Advanced | 6 | 100 points | 1 to 2 |
| Elite | 9 | 2,000 points | 1 to 3 |
| Ult | 9 | 6,750 points | 2 to 4 |
- A card costs more each time you buy it again: its base price times the copy number to the power of 3.
- Cards that multiply your roll use the power of 6 instead, so their repeats get expensive fast.
- Haggler in the meta tree takes 10% off card prices per level.
- Refreshing the shop costs 30, 48, 77, 123, 197 and so on. Each refresh costs 1.6 times the last.
Spark¶
Your Spark source charges the Spark meter as you play. When the meter fills, it pays you rolls.
- A fill needs 44 Spark and pays 2 rolls.
- Every payout makes the next fill cost 1 more, for the rest of the run.
- Some limits no upgrade can pass: a source charges at most 5 Spark at a time, a fill never costs less than 39, and a fill never pays more than 3 rolls. The Surge forge effect adds its charge on top.
Meta points¶
When a run ends, your score turns into meta points. Spend them on the meta tree, forge crates and cosmetics.
- Meta grows with the square root of your score, so four times the score pays about twice the meta.
- Points your tree hands you for free don't count: 0.7 points come off your score for every meta point you have spent in the tree.
- Past 500 meta a run, a higher score still pays more, but much more slowly.
- Alchemist in the tree adds 25% per level, every ascension adds 50%, and the Double Meta pass doubles it.
What a score is worth with an empty tree and no bonuses:
| Score | Meta points |
|---|---|
| 10,000 | 13 |
| 100,000 | 42 |
| 1,000,000 | 134 |
| 100,000,000 | 730 |
| 1,000,000,000 | 1,000 |
Ascension¶
Own every level of the base meta tree and you can ascend, up to 5 times. Ascending resets your tree and gives you 50% more meta from every run for good. Each ascension also opens a new node and earns a dice skin.
Daily challenge¶
There is one daily challenge a day, the same for everyone, and it changes at midnight UTC. Meet it in a run to earn meta.
Numbers on this page match Rogue Roller version 2.0.0.
