Roads and events¶
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 |
|---|---|---|
| βοΈ Stormy | Ocean, Storm, Monsoon | Shipwreck and Lightning Rod |
| π₯ Scorched | Inferno, Desert, Canyon | Oasis and Sandstorm |
| βοΈ Frozen | Frost, Cosmos, Aurora | Frozen Chest and Ice Slide |
| πΏ Overgrown | Jungle, Toxic, Mire | Vines and Toxic Brew |
| π 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¶
Dig: Dig for 0 to 10 rolls.
Salvage: Take 3 rolls, safe.
Charge It: The next weather that starts is the good kind.
Fill Spark: Fill your Spark meter now.
Rest Here: Your next 5 rolls cost nothing.
Fill Up: Take 3 rolls now.
Ride It: Your next 10 rolls move 2 tiles further but pay half.
Take Shelter: Take 2 rolls.
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.
Slide: Your next roll slides 1 to 6 extra tiles.
Stay Off the Ice: Take 2 rolls.
Push Through: Your rolls move 1 tile less, but every tile pays +2 until the gate.
Cut a Path: Take 2 rolls.
Drink: Even odds: every tile pays +50% until the gate, or you lose 5 rolls.
Sell It: Take 2 rolls.
Bathe: Dark tiles pay 3 times and light tiles pay nothing until the gate.
Drink: Take 2 rolls.
Reap: Take points worth half of what this road has paid you so far.
Store It: Bank 3 free shop refreshes until the gate.
Any road¶
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.
Double or Nothing: Your next roll pays double, or nothing at all.
Free Upgrade: Take a random card from the shop, free.
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.
Turns into one of the other events this road can deal when you reach it, each as likely, but never a Toll.
Sharpen: The face you have rolled least rolls +1 for the rest of the run.
Reroll: A free shop refresh, banked until the gate.
Offers 3 random cards from the shop at half price. Buy one, or walk past.
Jump: Move 25 tiles ahead now, skipping their points. Never past the gate.
Long Way: The next 25 tiles pay +50%.
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.
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.
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.