01Goal
Build a board, improve your dice, and score enough points to meet each round’s target before your rolls run out. Clear the goal level for your chosen stage to complete it, earn cards, and unlock the next stage. Then keep going in Endless Mode or take on a tougher difficulty.
02How a run works
A run is one attempt at your chosen stage and difficulty: a series of rolls across rounds and levels, working to meet each rising target. Keep clearing rounds to continue. The run ends when you fail a round without Retry or Round Insurance to keep you going, or when you finish the stage and choose to stop instead of continuing in Endless Mode.
A run starts fresh: $0 cash, ×1 board multipliers, no purchased upgrades, and four rolls per round. Most stages start with two standard six-sided dice. Stages 10–14 start with one.
Build your board
Fill six board spaces with different starting numbers. Choose from 2–12 with two starting dice, or 1–6 with one. Some stages randomly choose part or all of the board for you. A run-locked number cannot be replaced during that run, but it can still receive multipliers and other upgrades.
Your board and purchased upgrades carry between rounds and levels within the run. A new run resets them; your profile’s earned collection, saved decks, and progression stay with your profile.
Rounds and levels
Each level contains three rounds. Every round starts at zero points, with four rolls plus any Additional Roll upgrades you have bought. Meet or exceed the target to clear the round automatically. A roll that does not match an eligible space still uses a roll.
If you run out of rolls below the target, the run ends unless you have Retry or Round Insurance. Retry restarts that round and restores its starting cash and consumable state. Insurance spends one charge to advance without the round’s completion cash rewards. An insured clear still counts toward stage progression and completion.
How scoring works
These rules apply to Oddswell 1.1. See what changed in v1.1.
Normally, score the total of your selected dice. With one die, score that die’s value. With two dice, both always score; tapping them cannot reduce the scoring pair to one. When using a Mully, selecting one die chooses only which die to reroll. With more than two dice, choose two after the roll; only those dice contribute to the total and their face effects. Each physical face is equally likely to land, so changing a face’s number changes your odds of rolling particular totals.
A value scores only if it matches an eligible board space, or a Wild Space. By default, each matching space applies its own multiplier first, then those space points are added together. Two matching 9 spaces with no upgrades score 9 + 9 = 18.
For example, roll a 4 and a 5 to make 9. With two matching 9 spaces at ×4 and ×2, score (9 × 4) + (9 × 2) = 54 points. If one selected face is silver, that becomes 108. Two silver faces multiply to ×4, giving 216.
Space Multiplier ($25): this Level upgrade changes addition to multiplication for the rest of the run. Apply each matching space’s multiplier first, then multiply the resulting space points together. The same two 9 spaces now score (9 × 4) × (9 × 2) = 648 points, before dice-face and Heater bonuses. A single matching space scores the same in either mode; no eligible match scores zero.
Adding board multipliers: the first +2, +5, or +10 card sets an untouched ×1 space to ×2, ×5, or ×10. On an already upgraded space, add the card’s amount to its current multiplier. A +2 card on ×4 makes ×6; it does not double ×4. These cards improve an individual space’s multiplier. Space Multiplier is the separate upgrade that changes how matching space points combine.
Dice-face effects: silver gives ×2 points; red gives ×5 points and $5; gold gives $2. A face has one modifier at a time: recoloring it replaces the previous modifier. Change Dice Face replaces its number and clears its modifier. Purple helps bypass disabled spaces, as described under Difficulties.
Indie+ Dice: score each selected die individually as well as their combined total. Each event checks matching board spaces separately. The combined event uses both selected face multipliers; an individual event uses only that die’s face multiplier. With one die, it does not add a duplicate individual event.
By default, add the points from the individual dice and combined-total events. With Space Multiplier active, multiply the scoring events instead. Values with no eligible match are skipped, so they do not wipe out other scoring events. If none match, the roll scores zero. For example, a 4 and a 5 with two 9 spaces at ×4 and ×2, plus unmodified 4 and 5 spaces, score 54 + 4 + 5 = 63 by default, or 648 × 4 × 5 = 12,960 with Space Multiplier. Any Heater bonus applies after these events combine.
Heaters: a Heater boosts scored points until its displayed break number appears as the selected dice total or as an individual value with Indie+ active. The break number can trigger even without a matching space. That breaking roll loses the chip’s bonus, and the chip is removed. Multiple surviving Heater chips add their strengths: two ×5 chips give ×10; a ×5 and ×2 give ×7. Heater bonuses do not multiply cash.
How cash works
Cash is a separate resource for buying upgrades and re-rolling the marketplace. It carries through the run, even though your score resets each round.
- Clear Round 1 for $2, Round 2 for $4, or Round 3 for $10.
- A scored clear also pays $1 per unused roll. Insurance awards neither this payment nor the completion bonus.
- A board bet pays its accumulated amount when that eligible space scores. Multiple matching bet spaces can each pay; each space pays once per roll, even with Indie+.
- Selected gold and red dice faces pay their cash rewards when the roll is scored, even if the total earns no board points. Unselected dice do not pay.
- Double Cash and Triple Cash affect the cash remaining after you pay for the card, subject to their caps.
Marketplace
Spend your run’s cash between rounds and levels. You can buy multiple offered cards if you can afford them, or leave without buying. Cards requiring a choice let you select a space or dice face before applying; cancelling restores the purchase and its cash.
Round Market: after Rounds 1 and 2, see up to three cards drawn from your Round deck.
Level Market: after Round 3, see up to two Level cards alongside up to three Round cards. Temporary level effects apply to the upcoming level. After reaching a stage’s goal, choose Endless Mode to continue through this market.
Re-rolls: refresh a Round Market for $3, or a Level Market for $5. You can re-roll once per market visit. A Level Market re-roll refreshes both groups. Re-rolling does not refund purchases you have already made.
Bought cards are removed from the draw/discard supply for that run. Unbought offers enter the discard pile and can return when that deck’s draw pile runs out and its discards reshuffle. Starting a new run restores your saved deck loadouts. Offers can shrink as you exhaust cards; Additional Dice stops appearing at five dice, and Indie+ and Space Multiplier stop appearing once active.
Target level and rewards
Each stage has a goal level. Clear Round 3 of that level to complete the stage. Rewards are earned once for each stage-and-difficulty combination, not every time you replay it. You can also complete a stage using Round Insurance.
Rewards add card copies to your profile’s collection. Round cards can be equipped through deck management. Level rewards fill available Level deck slots automatically where possible; if your deck is full, customize it before your next run.
Complete Very Easy (Stage 14) to receive the Purple Dice Face cards, ready for Easy’s disabled spaces. Complete Easy (Stage 14) to earn one Space Multiplier card for your Level collection. Only one copy is awarded and can be equipped. Profiles that already completed Easy receive it automatically; profiles that already completed Very Easy receive any missing Purple Dice Face cards from the finale and keep their earned copies.
Endless Mode
After completing a stage, you can continue the same run in Endless Mode. Keep your board, cash, and upgrades, visit the marketplace, and push through more levels with rising targets. Your stage completion and earned rewards are already recorded. Endless play improves your results; it does not grant the same stage rewards again.
High score and high cash
High score is the highest score reached in a single round, not the sum of every round in a run. High cash is the largest balance you have held at once, not your total lifetime earnings. Spending reduces your current cash but does not erase an established cash record.
Records and best cleared level/round progress are tracked separately for each stage and difficulty on the active profile. Retry rolls back the abandoned round attempt’s records to their round-start state. You can chase better records beyond the stage goal in Endless Mode.
03Stage progression
Unlocks
Start with Stage 1 on Very Easy. Completing a stage unlocks the next stage on that difficulty. Complete all 14 stages on a difficulty to unlock the next difficulty, in order: Very Easy → Easy → Medium → Hard → Very Hard.
Card unlocks below refer to completing a stage on a particular difficulty, not reaching that numbered level during a run. Starter cards are available immediately. Completing further milestones can award additional copies.
Challenges and target growth
Stages combine increasingly demanding boards with higher target-growth rates. Random starting spaces cannot be edited during setup; only the stage’s specifically run-locked spaces remain unchangeable by Change Board Space during play.
The target increases after every round, including across level boundaries. Two-die stages start at 7 points; one-die stages start at 5. The game multiplies that starting target by the stage’s growth rate for each earlier round, then rounds up.
The faster curve introduced at Stages 3, 5, 7, and 9 stays in effect in later stages on that difficulty. It does not drop back to the earlier rate when a different board challenge appears. Each new run still begins at its starting target.
| Stage | Goal level | Starting board and challenge |
|---|---|---|
| 1 | 5 | No additional stage challenge. |
| 2 | 5 | Three starting spaces are randomly selected. Choose the other three. |
| 3 | 5 | Target scores increase at an even faster rate. |
| 4 | 5 | Three starting spaces are randomly selected. Choose the other three. One random starting number stays locked for the entire run. |
| 5 | 5 | Target scores increase at an even faster rate. |
| 6 | 6 | All six starting spaces are randomly selected. |
| 7 | 6 | Target scores increase at an even faster rate. |
| 8 | 7 | All six starting spaces are randomly selected. Three random starting numbers stay locked for the entire run. |
| 9 | 7 | Target scores increase at an even faster rate. |
| 10 | 7 | Start with one die. |
| 11 | 8 | Start with one die. Three starting spaces are randomly selected. Choose the other three. |
| 12 | 8 | Start with one die. Three starting spaces are randomly selected. Choose the other three. One random starting number stays locked for the entire run. |
| 13 | 9 | Start with one die. All six starting spaces are randomly selected. |
| 14 | 10 | Start with one die. All six starting spaces are randomly selected. Three random starting numbers stay locked for the entire run. |
04Round upgrade cards
Available through your Round deck. Prices below are paid in the run’s fictional cash. Effects last for the run unless the card specifies a shorter duration or is replaced.
Gold Dice Face
$2Select a dice face and make it gold. Earn $2 when that face scores. Replaces its existing modifier.
Starter deck
Silver Dice Face
$3Select a dice face and make it silver. Earn 2x points when that face scores. Replaces its existing modifier.
Starter deck
Purple Dice Face
$4Make a die face purple. Whenever it lands, it enables all disabled spaces for that roll, even if it's not chosen for scoring. Replaces its existing modifier. The effect stays active through all Mully rerolls within that roll, even if the purple face is rerolled. Disabled spaces return on the next normal roll.
Complete Stage 14 on Very Easy
+2 Board Multiplier
$3Set an untouched ×1 space to ×2. If it already has a multiplier, add 2 instead. Each matching space applies its multiplier, then its points are added to the others. With Space Multiplier active, those space points multiply instead.
Starter deck
Add a $2 Bet
$2Choose a board space and earn +$2 whenever that space scores.
Starter deck
Change Dice Face
$5Select a dice face and change it to any number from 1–6. Replaces the existing face and clears its modifier.
Starter deck
Change Board Space
$5Replace a board number and clear its add-ons. Two matching 9 spaces at ×4 and ×2 score 54 by default, or 648 with Space Multiplier.
Starter deck
Red Dice Face
$15Select a dice face and make it red. Earn 5× points and $5 when that face scores. Replaces its existing modifier.
Complete Stage 4 on Very Easy
+5 Board Multiplier
$10Set an untouched ×1 space to ×5. If it already has a multiplier, add 5 instead. Each matching space applies its multiplier, then its points are added to the others. With Space Multiplier active, those space points multiply instead.
Complete Stage 5 on Very Easy
+10 Board Multiplier
$20Set an untouched ×1 space to ×10. If it already has a multiplier, add 10 instead. Each matching space applies its multiplier, then its points are added to the others. With Space Multiplier active, those space points multiply instead.
Complete Stage 13 on Easy
Spot Protection
$3Protect one board space from disabling for the next round only. Buy multiple cards to protect more spaces.
Complete Stage 14 on Very Easy
Mully
$3A mulligan on one die without using up a roll. If owned, you will have a choice after each roll to score the roll or use a Mully. You may stack Mullys and use as many as you want in a roll.
Complete Stage 1 on Very Easy
05Level upgrade cards
Available through your Level deck at level-end markets. Unlocks show the first completion milestone that awards the card; later rewards can add more copies.
Additional Roll
$10Permanently add one roll to every future round.
Starter deck
Additional Dice
$15Permanently add another die, up to five total, and choose which two dice score.
Complete Stage 5 on Very Easy
Indie+ Dice
$20Score each selected die individually as well as their combined total. Add the scoring events by default, or multiply them with Space Multiplier active. Values with no eligible match are skipped.
Complete Stage 9 on Very Easy
Space Multiplier
$25For the rest of this run, apply each matching space’s multiplier, then multiply its points with the other matching spaces instead of adding. Two 9 spaces at ×4 and ×2 score 648 instead of 54. With Indie+ active, also multiply the scoring individual dice and combined total; skip values with no eligible match. Only one copy can be equipped.
Complete Stage 14 on Easy — one copy
Heater 5x
$20Multiply every scored roll by 5× until its break number gets scored.
Complete Stage 11 on Very Easy
Heater 2x
$15Multiply every scored roll by 2× until its break number gets scored.
Starter deck
Double Cash
$5Double your remaining cash after purchasing this upgrade (Max +$30).
Starter deck
Triple Cash
$10Triple your remaining cash after purchasing this upgrade (Max +$90).
Complete Stage 12 on Very Easy
Round Insurance
$15Continue after a failed round without receiving that round's completion rewards. Consumed when used.
Starter deck
Retry
$20Restart the next failed round with its full roll count. Consumed when used.
Complete Stage 8 on Very Easy
Perma-Protect
$20Choose a board space to protect from stage challenge effects for the rest of this run.
Complete Stage 1 on Easy
Temp-Protect
$5Choose a board space to protect from stage challenge effects for the entire next level.
Complete Stage 14 on Very Easy
Wild Space
$20Choose a board space that matches every scored value throughout the next level. Its points add to other matching spaces by default, or multiply with Space Multiplier active.
Complete Stage 3 on Easy
06Managing decks
Your collection is everything your profile owns. Your loadouts are the copies you choose to bring into the marketplace supply for a run.
Open Upgrade Decks before a run, switch between Round and Level, and add or remove copies. Equip exactly 52 Round cards and 20 Level cards to save. You cannot equip more copies than you own. Individual limits include three Additional Dice cards, one Indie+ Dice, one Space Multiplier, and six Perma-Protect cards.
More copies of a card make it more common in your draw supply. Keeping recovery cards, investing in scoring upgrades, or leaning into dice changes creates different marketplace possibilities. Locked cards show their completion requirements.
Buying and using cards during a run does not permanently spend your collection. Your next run starts from the saved loadouts again. Deck edits and earned cards belong to the active profile.
07Difficulties
Difficulty changes which board spaces can be disabled. Stage challenges and target growth still apply alongside it.
| Difficulty | Space disabling |
|---|---|
| Very Easy | No spaces are disabled. |
| Easy | One random eligible space during Round 3 of each level. |
| Medium | One random eligible space every round. |
| Hard | One random row during Round 3 of each level. |
| Very Hard | One random row every round. |
The board has three rows of two spaces. Disabling is selected for the current round; it does not permanently delete that space or its upgrades. A disabled space is normally excluded from point scoring and bet rewards, even if its number matches.
Protection removes spaces from the disabling selection. Perma-Protect lasts for the run, Temp-Protect lasts for the next entire level, and Spot Protection lasts for the next round. A row selection disables only its unprotected spaces; a fully protected row is not a candidate.
Purple faces enable every disabled space as soon as any purple face lands, even on a die you do not select for scoring. The disabled overlays disappear for that roll. If a Mully rerolls the purple die to a different face, the board stays enabled through the rest of that same roll, including further Mullys and Indie+ scoring events. Disabling returns on the next normal roll unless another purple face lands. Wild Space matches every scoring value for its active level, but Wild alone does not protect a space from disabling.
Locked and disabled are different: a locked space cannot have its number replaced for the run. It can still score, receive upgrades, and be disabled unless another effect protects or bypasses it.
08Profiles
Separate progress
Oddswell has three local profile slots. Each keeps its own stage and difficulty progress, records, card collection, deck loadouts, lifetime statistics, training-tip progress, and last-played board. Choose the intended profile before starting a run.
Editing
Open Profiles to edit a profile’s first name, last name, and photo. You can replace or remove the photo and control training tips. Editing those details preserves the profile’s game progress.
Deleting a profile
Choose Delete Profile in the profile editor, then confirm Delete Profile and Progress. This removes that profile’s photo and saved game data, including stage records, unlocks, earned decks, and lifetime statistics. Other profiles keep their progress. Deleting the last occupied profile leaves a fresh default profile so you can start again.
Share your score card
Use a profile’s share action to create a visual score card with its name, photo, progression, and statistics. Save it to Photos or share it using the available iOS options. This shares an image of your results; it does not transfer your saved profile or progress.