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beginner guidePATCH 2026.10.17

How to Play Dicevaders: A Beginner’s Guide to Dice, Combat, and Upgrades

By VGSources Team 13 min read

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Dicevaders is a single-player, turn-based dice roguelike deckbuilder in which your units occupy a grid and score when your rolled dice activate their columns. You are not primarily moving soldiers across a battlefield or selecting conventional attacks. You draft units and artifacts, arrange them into useful columns, manipulate dice when the odds justify it, and build a commander-specific engine that can reach each run’s target.

The central beginner skill is connecting three things: the columns your board can score, the dice results you can realistically create, and the resources worth spending to improve a roll. Once that loop makes sense, combat, shopping, upgrades, and combo chasing all become parts of the same scoring decision.

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What Dicevaders is actually asking you to do

Combat is a scoring system, not traditional tactics combat

Steam describes Dicevaders as a tactical scoring and combo-building game. Units sit in spaces on a grid, and dice results correspond to columns. When an active result matches a column, the units and effects in that column contribute to the turn’s score. The game presents Earth’s StarVaders Pilots as opponents, but the available descriptions do not describe a conventional system in which you move a unit next to an enemy and choose an attack command.

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A launch-era PC Gamer account explains the objective as accumulating enough damage against a target over successive turns. Treat that as a description of observed gameplay rather than a quoted rulebook: the exact target, scaling and effects can vary with the commander and the current run. In practical terms, your job is to make the board score as often and as efficiently as possible before the run’s goal becomes unreachable.

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The three layers of a successful run

  • Board layer: units and artifacts occupy grid spaces and create the potential for scoring.
  • Dice layer: the roll determines which columns activate, while pairs, triples and quadruples can produce stronger combinations.
  • Economy layer: shop purchases, Budges, Chrono and upgrades determine how reliably you can repeat or improve those scoring turns.

A large unit number is useful only when your dice and board can activate that unit. A smaller effect that triggers repeatedly can outperform an impressive card that sits in an unreachable column. This is the basic lens to use for every draft and purchase.

Before your first run

Platforms and controls

Steam lists Dicevaders as single-player with full controller support, and also lists keyboard-only and mouse-only options. A controller is optional. A developer Steam Community update dated October 1, 2026 says the game is also available digitally on Nintendo Switch 1 and Nintendo Switch 2 and is Steam Deck Verified. Store availability and regional listings can change, so check the storefront for your country before buying.

What you need to learn first

  • Identify which dice results activate each board column.
  • Read your selected commander’s perk before drafting around a strategy.
  • Recognize whether a unit is valuable because of raw strength, a triggered effect, or both.
  • Know that Budges alter a throw and Chrono can reroll dice or refresh the shop.
  • Watch your finite resources instead of treating manipulation as an unlimited retry button.

On a first run, do not try to understand every possible interaction. Concentrate on making one or two columns score consistently, then add effects that improve those activations.

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How a turn works, step by step

The order below is a reliable beginner model. Commander-specific perks can add or alter effects, so read the tooltips for the kit you selected.

  1. Resolve start-of-turn effects. Some commander or engine effects trigger before the roll. Let these resolve and note whether they change your dice, board or resources.
  2. Roll the dice row. The results map to grid columns. Look at the complete roll before spending anything; the first result you see is not necessarily the best result you can use.
  3. Read the board you already built. Determine which rolled columns contain units or artifacts that can score, which effects require repeated results, and whether an apparently empty column is part of a larger combo.
  4. Shape the roll when the improvement is meaningful. Spend a Budge to adjust a die, or Chrono when a reroll or shop refresh has a clear purpose. Exact costs and exceptions can vary, so use the current in-game tooltip.
  5. Resolve scoring and effects. Activated units fire or contribute their effects, artifacts interact with the relevant columns, and your attack score advances toward the run’s target.
  6. Use the between-turn shop deliberately. Buy a unit, artifact, upgrade or dice resource only when it improves a pattern you can activate. Preserve enough flexibility for the next few turns rather than spending every resource immediately.

This sequence prevents a common error: buying a powerful-looking item before checking whether the roll and your board can ever use it.

Understanding dice and column activation

Why a die is more than a random number

Each die result points to a column. The value of a result therefore matters twice: it determines where the score lands, and repeated values can create a combination. Steam specifically highlights aligning dice into pairs, triples or quadruples for combos. A pair that activates two valuable columns may be better than a higher isolated result that activates only one weak space.

Inspect the board before chasing a combo

Start by asking, “Which columns can score with this board?” Then compare that answer with the roll. If two rolled dice already activate a dependable pair, keep that foundation in mind before trying to force a triple. Breaking a reliable pair for a speculative larger combo can reduce the turn’s total output, especially early in a run when the board has little redundancy.

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  • Reliable pair: two matching results that activate useful, occupied columns.
  • Potential triple or quadruple: a larger combination that may justify manipulation if the extra activation is worth the resource.
  • Dead result: a number that points to an empty or low-value column and does not support a current effect.

These labels are decision aids, not fixed game categories. A so-called dead result can become valuable after a shop purchase, while a high-value column can be poor if it rarely appears in your rolls.

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When to spend a manipulation resource

Use a Budge or Chrono when it changes the quality of the turn in a way you can explain. Examples include completing a pair that activates two strong units, converting a near-complete triple into a real combo, or rerolling a result that otherwise produces no useful scoring. Avoid spending simply because one die looks disappointing; the remaining results and the board may already make the turn profitable.

Budges and Chrono: what each resource does

Budges

Budges are the resource used to manipulate a throw. A launch-era press report describes a Budge as moving a die up or down by one. That report also says Budges are finite and that more can be bought between turns. Treat the one-step adjustment as the practical starting point, then follow the current tooltip in case a patch or commander perk changes the behavior.

Use a Budge when a single-step change completes a valuable pattern. Because it is a small adjustment, plan the destination before spending: identify the column you want and confirm that the adjusted die will activate a useful unit or effect.

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Chrono

Chrono can reroll dice and refresh the shop. It is therefore both a combat resource and an economy resource. A reroll can rescue a weak scoring turn; a shop refresh can reveal the unit, artifact or resource your engine needs. Both uses compete for the same finite pool.

Do not hoard Chrono indefinitely. Saving it for a theoretical perfect turn has an opportunity cost if several ordinary turns pass without scoring. Conversely, do not refresh the shop repeatedly without a concrete upgrade in mind. The right question is whether the reroll or refresh creates more expected progress than the Chrono could create later.

A simple resource test

  1. Identify the exact result or purchase you are trying to create.
  2. Check whether that result activates an existing board pattern rather than an unbuilt one.
  3. Estimate the immediate score or engine improvement.
  4. Keep the resource if the benefit is merely cosmetic or depends on several future purchases.

The independent Dicevaders.Wiki beginner guide gives similar practical advice: do not break a dependable pair too early just to chase a larger combo, and do not save Chrono forever when using it now would materially improve the run.

Building your grid: units and artifacts

Units are the core scoring engine

Units occupy grid spaces and provide the strength or effects that make a column worth activating. Evaluate a draft on two axes:

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  • Immediate contribution: how much strength or utility the unit provides when its column scores.
  • Activation frequency: how often your dice, commander and other effects can actually reach that column.

The second axis is easy to overlook. A unit with a large number but rare activation may produce less over a run than a modest unit placed where your dice regularly land. Before buying, look at the columns your current roll patterns favor and ask whether the unit fits them.

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Artifacts add effects and synergies

Artifacts provide additional effects and interact with the board’s column structure. The unofficial guide notes that artifact experience is tied to columns, which makes placement part of the decision rather than a cosmetic choice. Put an artifact where its effect can meet the units and dice results you expect to use; an isolated artifact in a rarely activated column may contribute little.

When an artifact appears in the shop, check three relationships: which column it affects, which units benefit from that effect, and whether your commander encourages the same pattern. An artifact that looks narrow can be excellent inside a focused engine and mediocre in a scattered one.

Keep the board coherent

Early purchases should usually reinforce one or two scoring patterns instead of filling every open space with unrelated effects. Coherence gives you more useful rolls, makes Budges easier to evaluate and reduces the number of turns in which a strong unit sits idle. Expand into another column when the new purchase supplies a clear activation route or solves a weakness in the existing engine.

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Commanders change the correct strategy

Commanders bring different perks, scaling behavior and synergies. A strategy that works for one commander may not transfer cleanly to another because the value of a column, a combo size or a manipulation resource can change with the kit.

Read the perk before drafting

At the start of a run, identify what the commander rewards. Does the perk make a particular column more valuable, improve a type of effect, or make dice manipulation more forgiving? Use that information to choose early units and artifacts. The independent beginner guide recommends learning the commander’s perk first rather than selecting items solely by their displayed number.

Compare commanders by engine, not by a permanent tier list

There is no stable, source-supported beginner ranking to rely on. Balance updates can change the answer, and a commander’s performance depends on the board and shop. For a practical comparison, examine:

  • Starting perk: what it changes on the first few turns.
  • Scaling engine: how the benefit grows as units, artifacts or combos accumulate.
  • Dice tolerance: how badly an imperfect roll hurts and how effectively the commander can recover.
  • Draft flexibility: whether the commander can use several column patterns or demands a narrow build.

For a first attempt, favor the commander whose perk you can explain in one sentence and whose useful columns are easy to identify. Familiarity is more valuable than a speculative tier advantage.

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What to buy between turns

Prioritize an activatable engine

The shop can offer units, artifacts, upgrades and dice resources. Use this order of questions rather than automatically buying the largest displayed strength:

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  1. Will this item improve a column I already activate?
  2. Does it create a reliable pair, triple or other pattern with the dice I see regularly?
  3. Does its effect work with the selected commander?
  4. Is there room on the board, and will the item compete with a stronger existing placement?
  5. Would a Budge, Chrono or other dice resource make the current engine more consistent?

The unofficial guide specifically recommends reliable scoring over oversized units without an engine. That principle is especially important in the opening turns, when a purchase that cannot activate delays every later improvement.

When a dice resource is the better purchase

A resource purchase is sensible when your board is already strong but your rolls are too inconsistent to reach it. It can also be correct when one manipulation resource repeatedly converts a low-value result into a scoring pair. Do not buy resources merely because they are available: if the board has no meaningful columns to activate, improve the board first.

Account for uncertain prices

Between-turn prices and commander-specific costs should be read from the live shop. The available launch coverage confirms that players can buy units, artifacts and dice resources between turns, but it does not establish a universal price list. Patches may change costs, so do not plan a run around a number remembered from an older guide.

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A practical beginner plan for the first run

Opening turns: establish one dependable pattern

Use the first rolls to discover which columns appear often enough to support a build. Take a unit that can score with those results, then look for a second purchase that either strengthens the same column or creates a dependable pair. Avoid spreading early purchases across every available column unless the commander explicitly rewards that approach.

Middle of the run: add synergy before raw size

Once one pattern scores, add an artifact or unit that improves its effect or increases the value of a repeated result. At this stage, decide whether a triple is realistic. If you need several Budges or repeated Chrono rerolls to complete it, compare that cost with simply scoring the pair you already have.

Later turns: spend for the target, not for a perfect board

As the target becomes urgent, use stored manipulation resources on turns where they can close the gap. A reroll that turns an empty column into a scoring activation may be worth more now than a shop refresh. Conversely, if the current shop contains the one upgrade that makes your next turns reliable, a Chrono refresh can be the better use. Make the choice from the remaining target and available activations, not from the desire to maximize every individual roll.

Common beginner mistakes and fixes

“I bought the biggest unit, but my score barely changed.”

The unit may be in a column your dice rarely activate. Check its column against your usual results and pair it with a dice or artifact effect that can reach it. If no such route exists, stop investing in that isolated space.

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“I spent every Budge trying to force a quadruple.”

A larger combo is not automatically better than a dependable pair. Compare the score from the reliable activation with the extra score created by the larger pattern, then include the future value of the Budges you would spend. Preserve the resource when the improvement is marginal.

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“I saved Chrono until the end and never used it.”

Chrono has value only when it changes a future decision. If several turns pass with weak rolls or an unusable shop, spend it on the first reroll or refresh that creates a clear scoring or purchasing opportunity.

“My commander strategy stopped working after switching commanders.”

Re-read the new commander’s perk and rebuild your priorities. A column or artifact effect that was central to one kit may be ordinary in another. Compare the commander’s starting perk, scaling and dice tolerance before copying an old plan.

“I cannot tell whether an effect triggered.”

Pause after the roll and inspect the activated columns, unit effects and artifact tooltips. Start-of-turn effects resolve before the dice roll, while scoring effects resolve after activation. If the result still seems inconsistent, check for a commander-specific exception or a tooltip change introduced by an update.

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Availability, launch date and current price snapshot

Dicevaders launched on September 29, 2026. Steam showed a United States list price of $14.99 and an introductory price of $13.49 when checked on October 13, 2026. The introductory figure was a time-sensitive offer, not a permanent price, and regional prices may differ.

At that same Steam check, the store displayed 96% positive from 698 user reviews. That is a platform snapshot that can change as more players review the game, not an independent study of quality or balance.

The game is digital. The available information does not establish a physical Dicevaders edition or an official printed manual. Steam supports mouse-only, keyboard-only and full-controller play; a developer update reports Nintendo Switch 1 and Nintendo Switch 2 digital availability and Steam Deck Verified status. Confirm the live regional store page and current patch notes before relying on a price, discount or platform feature.

Quick decision framework for any roll or shop

When you are unsure, run through these questions in order:

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  1. What can score immediately? Mark the rolled columns that contain useful units or artifacts.
  2. What pattern is already reliable? Protect a working pair or single-column engine before chasing a speculative combo.
  3. What is the cheapest meaningful improvement? A one-step Budge, a Chrono reroll, a shop refresh or a board purchase may solve the same problem at different costs.
  4. Does the purchase fit the commander? Perks and scaling determine whether an item compounds your current engine.
  5. What does the next turn need? Keep enough resources and board space to preserve consistency rather than spending for a one-turn flourish.

Following this framework turns random rolls into manageable choices. You are not trying to eliminate luck; you are building enough redundancy and manipulation that an ordinary roll still advances the run.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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