Tools

Dice roller

Round 1 Whose turn is it?

Game settings

Dice or dice cards: how does it work?

The 4.x rules let each player choose before the game, for the whole game: roll the dice, or draw dice cards. With the cards, each type of roll (Critical Hit, Armour, Dodge, Lock) has its own deck of 6 cards, one per face of the die. You draw a card instead of rolling a die, without putting it back: when the deck is empty, you shuffle it. Each face therefore comes up exactly once every 6 draws, with no long streak of bad luck. The tension roll and heads or tails are always done with dice.

    A game is in progress

    Game summary

    Successes expected on average: a one-in-two chance for Critical Hit and Dodge, one in three for Armour and Lock, one in two for heads or tails. The tension roll is not included in the calculation.

    How do Krosmaster Arena dice work?

    Critical Hit
    Armour
    Dodge
    Lock
    Dofus: your choice
    Dodge or Critical Hit

    The faces of the die

    The Krosmaster die has six faces: Critical Hit , Armour , Dodge , Lock , Dofus and a double Dodge or Critical Hit face . The Dofus is turned to the face of your choice and the double face to Dodge or Critical Hit. A Critical Hit therefore has a one-in-two chance of succeeding, an Armour a one-in-three chance.

    Tension roll and inspiration

    From the second player’s first turn, the active player rolls 2 dice, with a reroll of a single die. Each die kept gives its power to a Krosmaster for the turn ( ), or is sold instead: 1 kama for one die, 3 kamas for both (count them on the table, the tool does not track kamas). Two identical faces without a reroll: the tension rises, and each player puts 1 GG back in the box.

    Critical Hit vs Armour

    The attacker rolls their Critical Hit dice , the target their Armour dice : 1 die by default, 2 with the power, 3 with a special effect such as the Dragon Pig’s Piggy-Business. More Critical Hit successes: +1 ; tie: nothing; more Armour successes: −1 . A Neutral spell rolls only one die on each side, a heal has no Armour roll.

    Lock vs Dodge

    To hold back an adjacent opponent, the player rolls their Lock dice and the opponent their Dodge dice : 1 die by default, 2 with the power, 3 with a special effect such as the Dragon Pig’s Piggy-Business. More Lock successes: the character is locked and loses 3 PM and 3 PA; tie: they are grabbed and lose 1 PM and 1 PA; more Dodge successes: they get past without a penalty. A summon that locks only grabs if it gets as many successes or more, and a mechanism never locks.

    Dice cards

    A variant from the 4.x rules: 4 decks of 6 cards ( ), one card per face of the die. You draw a card instead of rolling a die, without putting it back, and shuffle the deck when it is empty: each face therefore comes up once every 6 draws. Each player chooses cards or dice at the start of the game, with no switching afterwards. Both players are advised to use the same game mode.

    The odds shown

    Before an attack or a lock, the tool works out the odds for each number of dice: 1 against 1 gives +1 one time in three and −1 one time in six, i.e. +0.17 on average. With the cards, the calculation follows the cards left in the deck.

    All the rules can be downloaded from the Game rules page.