Dicevaders Tutorial: Core Mechanics & Beginner Setup Guide - Guide

Dicevaders Tutorial: Core Mechanics & Beginner Setup Guide

Learn Dicevaders fundamentals: dice scoring, budges, Chronos, shop strategy, and planet-by-planet invasion tips for new players.

2026-09-28
Dicevaders Wiki Team
Quick Guide
  • Dicevaders tutorial: Learn dice scoring, columns, and attack math before your first invasion
  • Core loop: Roll dice, budge results, score pairs, and shop every turn to scale your grid
  • Key resources: Budges adjust dice once each; Chronos enable rerolls — spend both wisely
  • Scaling rule: Planet defense jumps fast (100 to millions), so prioritize multiplier artifacts early
  • Demo tip: Practice the full opening campaign in the free demo on Steam

Dicevaders Core Mechanics Explained

Dicevaders, from the developers of Starvaders, is a strategy roguelike where you build a grid of alien invaders and roll dice to destroy a human star system one planet at a time. Each planet has a defense target (Pluto starts at 100) and you get a limited number of turns to exceed that number with your total attack score.

The central mechanic is column-based dice scoring:

  • Dice determine columns: Only units placed in rolled columns contribute attack
  • Damage formula: Unit attack equals strength × dice power, and each die in a column adds +1 dice power
  • Example: A 10-strength unit in a column with two dice deals 10 × 2 = 20 damage
  • Pairs trigger effects: Scoring a pair in a column activates many unit and artifact bonuses, plus extra mini dice

Video Highlights:

  • Full walkthrough of the Pluto and Neptune invasions
  • Live demonstration of budging dice and forming pairs
  • Shop management, artifact leveling, and mini dice scaling
  • A complete run ending at the final Lunar Shield defense
Column Priority

Column 5 is one of the strongest scoring columns in the early game. Stacking units and multiplier artifacts (like Shy Pluto's molt) into a single high-value column outperforms spreading strength evenly across your grid.

Key Resources: Budges, Chronos, and Hearts

Resource management separates a winning invasion from a wasted run. Every turn visits the shop, where you must spend your coins — there is no banking money between turns.

ResourceWhat It DoesBest Use
BudgeNudge one die up or down one faceForm a pair or hit a key column
ChronoReroll a die (or reroll the shop)Chase a five, fix bad shops
CoinsSpent every shop visitUnits, artifacts, tiles, resources
HeartsLost when you fail a defense targetInsurance — extras buy riskier turns
Budge Scarcity

Each die can only be budged once before it crackles, and budges are scarce. Never waste a budge on a roll that doesn't complete a pair or land a key column — sometimes it's better to launch a weak turn and save your manipulation resources.

Other mechanics to master:

  • Skip turns for rarity: Skipping a shop visit improves the next shop's rarity tier, trading shop frequency for upgrade quality
  • Artifact XP: Many relics gain XP every turn and level up — compound XP relics (like one that grants +10 XP to all artifact gains) scale dramatically
  • Mini dice: Scored automatically after base pairs, three at a time — they can chain into enormous turns
  • Shielded units: Shields can break to trigger column artifacts, but break timing isn't fully controllable

Step-by-Step: Your First Invasion

1

Build Around One Strong Column

Place your best units and multiplier artifacts in a single column (five is a proven pick). Concentrated strength × dice power beats scattered grids.

2

Roll and Read the Board

After rolling, identify natural pairs and near-pairs. Decide whether a single budge completes a pair or reaches your target column before spending anything.

3

Spend the Shop Fully

Coins don't carry over. Buy units, level artifacts, or grab budges and Chronos. Reroll bad shops only when you have spare Chronos.

4

Manage Turn Economy

When you're already beating the target, skip for higher shop rarity. When you're behind, take every shop to dig for resources.

5

Scale Before the Wall

Mid-run planets jump from thousands to millions of defense. Transition to sacrifice units (Blob, Boomer, Migo) and eat-scalers like Leviathan before the final planets.

Pilot Rule

You must defeat four pilots to win a run. Each pilot modifies the rules — for example, one starts your dice cracked, blocking budges until rerolled. Adjust your resource plan the moment a pilot appears.

Unit and Artifact Archetypes

Multiplier Stackers

  • Shy Pluto: molt multipliers on hit
  • Doom Ritual: early free molts
  • Best in your main scoring column

Sacrifice Units

  • Blob: splits into mini blobs on death
  • Boomer: rewards being destroyed
  • Feed them to scalers like Leviathan

Engine Artifacts

  • Teleporter: activates every turn
  • Robo Parrot: grants repeat + strength
  • Book of Life: buffs Migo swarms

Key synergy patterns observed in successful runs:

SynergyComboPayoff
Mini dice engineToad Head + pairsExtra mini dice per scored pair
Eat scalingLeviathan + sacrifice unitsMassive single-unit strength
XP snowballXP relics + every-turn gainersAll artifacts level rapidly
Repeat loopsRobo Parrot + top unitRepeat triggers multiply output
Budge economyBudge relics + high budge capConsistent pair formation
Repeat Is King

Late-game turns live or die on repeat effects. Granting your largest unit +repeat via Robo Parrot-style artifacts can multiply a 100k turn into a multi-million one — exactly what the Lunar Shield demands.

Campaign Defense Targets & Checklist

Planet defense scales aggressively. Plan your build spikes around these walls:

PlanetApprox. DefenseRun Phase
Pluto100Tutorial, build your core column
Neptune500First artifact leveling
UranusLow thousandsMini dice engine online
Saturn14,000+Sacrifice units, shop rarity skipping
Jupiter / Noel86,000 – 500,000Leviathan and repeat scaling
Lunar Shield7,200,000All-in final turns
The Scaling Wall

Failing to reach a planet's target costs a heart. Once hearts run out, the run ends — sometimes one mini die landing on the wrong column is the difference between survival and game over. Bank spare hearts whenever offered.

First Run Milestones:

  • Establish a dedicated high-value scoring column
  • Acquire at least one budge and one Chrono per turn
  • Level a multiplier artifact to level 3
  • Build a mini dice engine from pairs
  • Defeat the first pilot without losing a heart

FAQ

Q: What is the basic Dicevaders damage formula?

Each unit's attack equals its strength multiplied by dice power in its column. Every die landing in a column adds +1 dice power, so a 10-strength unit under two dice deals 20 damage. Multipliers and repeat effects then scale the total score.

Q: Should I budge dice every turn in this Dicevaders tutorial run?

No. Each die can only be budged once before it cracks, and budges are limited. Only spend a budge when it completes a pair, hits your main scoring column, or pushes you over a planet's defense target.

Q: Is skipping shop turns worth it?

Often yes. Skipping improves the rarity of the next shop, which tends to offer stronger upgrades. Skip when you're comfortably ahead on a planet's defense; take every shop when you need units or resources immediately.

Q: Where can I try Dicevaders?

A free demo is available on Steam, covering the opening invasions. It's the best way to practice the dice, budge, and shop loop before attempting a full four-pilot run.