Walkthroughs / Dice A Million / Hands and Starting Bonuses

Hands and Starting Bonuses

Use this Dice A Million walkthrough for strategy tips, dice and ring synergies, unlock lists, and boss rules to stabilize weak runs and scale stronger builds.

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Dice A Million Hands Reference

Use this Dice A Million hands guide when you want a quick answer on what each hand does and how it changes your run. If you want the full mini wiki, jump to hands, dice, rings, cards, enchantments, bosses.

Hands are the closest thing Dice A Million has to classes. They shape your early shopping, your first scoring lane, and how greedy you can afford to be before debt starts biting back.

White Hand

Starts with a Reroll card.

Red Hand

Few initial dice. Shops have a 25% discount.

Unlock: Beat Face 1.

Green Hand

One less roll. You can roll 7 dice.

Unlock: Have at least 25 dice in your bag as Red Hand.

Purple Hand

Extra card space. More likely to find enchanted dice.

Unlock: Have at least 5 enchanted dice in your bag.

Bicolor Hand

Maintain parity. Every roll must contain only odd dice or only even dice. If not, every die is discarded.

Unlock: Defeat The Even and The Odd bosses 5 times each.

Blue Hand

You can carry up to 12 rings. Start with a random common ring. More chance of rare rings.

Unlock: Beat Face 1 Boss without taking any rings.

Static Hand

Embrace chaos. Start with 10 common rarity dice and other 5 of random rarities.

Unlock: Glitch Hand??????????

Yellow Hand

Gain double extra value. Only 1 roll, buy more rolls at the shop.

Unlock: Have a die reach 1000 extra value.

Hollow Hand

Every die destroys itself when rolled. When dice are destroyed you gain shards, used for forging dice clones. Also, dice cannot be eternal. More rare and legendary dice.

Unlock: ???

Pale Hand

Lose all your pips when starting a new round. Gain stamp multipliers according to the amount of pips you had.

Unlock: Get all stamp multipliers to at least 1.5X.

Black Hand

Start with 5 random occult dice. Multiplies everything by your POWER level. +0.2 POWER when rolling occult dice, -0.1 every turn and per every occult die left in your hand.

Unlock: Get the last promotion.

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