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Roads and events

19road events
3 to 5event tiles on a road
1 in 8events dealt gold
x3most a deep road pays

Every biome gate is a choice of two roads. Each road gives you its perk card, leads into its own biome and has 3 to 5 event tiles before the next gate. An event stops you with a choice of cards: rolls now, a bonus until the gate, a gamble, or a free shop card.

Picking a road

  • Each road card shows its perk, the biome it leads into, how long that biome is and the events on the way.
  • The left road enters the next biome in the run's order. The right road enters the biome after that, and the biome it skips becomes the next gate's left road.
  • NEW ROADS deals both roads again, perk cards included, and uses one of your 2 redeals for the run.
  • SKIP THE PERK takes no perk: press it, then tap the road you want. The gate still refuels your rolls.
  • At the first gate you pick your Spark source first, then your road.
  • On a Daily Run, everyone gets the same roads that day.

On the road

  • Event tiles are at least 25 tiles apart, and none sit within 12 tiles of a gate.
  • When a roll reaches or passes an event tile, the event opens as soon as the ball stops. If it passed more than one, they open in order.
  • Pick one of the event's cards, or WALK PAST to take nothing. A card your run cannot pay for shows what it needs.
  • Every effect an event leaves running ends at the next gate. Sharpen is the one exception: it lasts the whole run.
  • The tiles counter becomes a road card that shows the events still ahead and how far away the next one is. Event tiles glow on the track, with a badge naming the event.
  • In the Out Of Fuel challenge, cards that give rolls never show, and a Trader, Dare, Shipwreck or Oasis turns into a Coin.

Where events turn up

Each climate has two events of its own, dealt only on roads into a biome of that climate. The other 9 turn up on any road. Each event tile is drawn by weight, so the number at the bottom of each event below is the chance a tile is that event. Each climate event is 3.5 times as likely as any one of the others.

Climate Biomes Its events
β›ˆοΈ Stormy Ocean, Storm, Monsoon Shipwreck and Lightning Rod
πŸ”₯ Scorched Inferno, Desert, Canyon Oasis and Sandstorm
❄️ Frozen Frost, Cosmos, Aurora Frozen Chest and Ice Slide
🌿 Overgrown Jungle, Toxic, Mire Vines and Toxic Brew
πŸŒ† Twilight Midnight, Sakura, Autumn Moon Pool and Harvest

Gold events

About 1 in 8 event tiles is dealt gold, and its cards show RARE. A gold event offers the same cards with double the reward: double the rolls, points, extra tiles, bonuses and refreshes, and two of whatever a card gives one of, like a free shop card or a good weather. A gold Merchant sells two copies of a card for its one price.

Deeper roads pay more

Event rewards grow the deeper the road goes: x1 on the road into biome 2, then x0.125 more for each biome after that, up to x3 from biome 18. A gold event gets both. Rewards are rounded to the nearest whole number and never drop below 1. What a card costs, what you lose on a miss and how long an effect lasts stay the same, and so does Big Spender's double tile pay.

Road into biome 2 4 6 8 10 12 14 16 18
Rewards x1 x1.25 x1.5 x1.75 x2 x2.25 x2.5 x2.75 x3
Spare Dice, rolls 3 4 5 5 6 7 8 8 9
Gold Spare Dice, rolls 6 8 9 11 12 14 15 17 18

Every event

Each event lists the cards it offers, with the numbers they show on the road into biome 2, before depth or gold raise them.

Climate events

βš“
Shipwreck
β›ˆοΈ Stormy

Dig: Dig for 0 to 10 rolls.

Salvage: Take 3 rolls, safe.

Each event tile21.9%
Lightning Rod
β›ˆοΈ Stormy

Charge It: The next weather that starts is the good kind.

Fill Spark: Fill your Spark meter now.

Each event tile21.9%
🌴
Oasis
πŸ”₯ Scorched

Rest Here: Your next 5 rolls cost nothing.

Fill Up: Take 3 rolls now.

Each event tile21.9%
πŸŒͺ️
Sandstorm
πŸ”₯ Scorched

Ride It: Your next 10 rolls move 2 tiles further but pay half.

Take Shelter: Take 2 rolls.

Each event tile21.9%
πŸ“¦
Frozen Chest
❄️ Frozen

Thaw It: Pay 5 rolls now. At the next gate it opens: a free card from the Elite shop or better.

Chip the Ice: Take 2 rolls.

Each event tile21.9%
⛸️
Ice Slide
❄️ Frozen

Slide: Your next roll slides 1 to 6 extra tiles.

Stay Off the Ice: Take 2 rolls.

Each event tile21.9%
🌱
Vines
🌿 Overgrown

Push Through: Your rolls move 1 tile less, but every tile pays +2 until the gate.

Cut a Path: Take 2 rolls.

Each event tile21.9%
πŸ§ͺ
Toxic Brew
🌿 Overgrown

Drink: Even odds: every tile pays +50% until the gate, or you lose 5 rolls.

Sell It: Take 2 rolls.

Each event tile21.9%
πŸŒ•
Moon Pool
πŸŒ† Twilight

Bathe: Dark tiles pay 3 times and light tiles pay nothing until the gate.

Drink: Take 2 rolls.

Each event tile21.9%
πŸ‚
Harvest
πŸŒ† Twilight

Reap: Take points worth half of what this road has paid you so far.

Store It: Bank 3 free shop refreshes until the gate.

Each event tile21.9%

Any road

βš–οΈ
Trader
Any roadCan come back

Big Spender: Pay 10 rolls. Every tile pays double until the next gate.

Spare Dice: Take 3 rolls, free.

Walk past and it has a 50% chance to come back once, later on the same road: Big Spender then costs 5 more rolls and Spare Dice gives 1 roll fewer.

Each event tile6.3%
Coin
Any road

Double or Nothing: Your next roll pays double, or nothing at all.

Free Upgrade: Take a random card from the shop, free.

Each event tile6.3%
🎁
Gift
Any road

Spare Dice: Take 3 rolls, free.

Free Upgrade: Take a random card from the shop, free.

A Gift holds one of these: Spare Dice 50% of the time, else Free Upgrade.

Each event tile6.3%
❓
Mystery
Any road

Turns into one of the other events this road can deal when you reach it, each as likely, but never a Toll.

Each event tile6.3%
πŸ”¨
Blacksmith
Any road

Sharpen: The face you have rolled least rolls +1 for the rest of the run.

Reroll: A free shop refresh, banked until the gate.

Each event tile6.3%
πŸ›’
Merchant
Any road

Offers 3 random cards from the shop at half price. Buy one, or walk past.

Each event tile6.3%
πŸ›€οΈ
Shortcut
Any road

Jump: Move 25 tiles ahead now, skipping their points. Never past the gate.

Long Way: The next 25 tiles pay +50%.

Each event tile6.3%
🎯
Dare
Any roadNeeds Golden Tiles

Take the Dare: Land on a gold tile within 5 rolls: +10 rolls. Miss: lose 3.

Play It Safe: Take 2 rolls and walk on.

Without Golden Tiles in your run, a Dare turns into a Shortcut.

Each event tile6.3%
🚧
Toll
Any roadNo walking past

Pay: Pay 10% of your points, at least 100, to pass.

Refuse: Keep your points and lose 5 rolls.

A Toll is the one event you cannot walk past.

Each event tile6.3%

Autopilot

The Autopilot pass adds a Road events row to the AUTO ROLL menu: SAFE CARD (the default), RISKY CARD, WALK PAST or I PICK.

  • SAFE CARD and RISKY CARD take the card in the table below. When the run cannot pay for it, Autopilot takes another card it can pay for, or walks past.
  • On those two, a Gift's one card is always taken, and at a Merchant Autopilot buys the cheapest card it can pay for.
  • WALK PAST still answers a Toll: it pays if it can, and refuses if not.
  • I PICK leaves every event to you.
Event SAFE CARD RISKY CARD
Shipwreck Salvage Dig
Lightning Rod Fill Spark Charge It
Oasis Fill Up Rest Here
Sandstorm Take Shelter Ride It
Frozen Chest Chip the Ice Thaw It
Ice Slide Stay Off the Ice Slide
Vines Cut a Path Push Through
Toxic Brew Sell It Drink
Moon Pool Drink Bathe
Harvest Reap Reap
Trader Spare Dice Big Spender
Coin Free Upgrade Double or Nothing
Blacksmith Sharpen Sharpen
Shortcut Long Way Jump
Dare Play It Safe Take the Dare
Toll Pay Pay

Numbers on this page match Rogue Roller version 3.5.0.