To clear an invasion in Dicevaders, build columns your dice can score, use Budge to complete useful matches, and add effects that keep raising your units’ strength and Mult. Before each Pilot, read their ability and stock the resource it leaves available. Noel prevents rerolls; Roxy starts your dice cracked. They require different preparations even when you bring the same army.
The route below follows a regular invasion in Dicevaders from the first planet through four Pilot victories. Blob Girl provides the worked build, with alternatives for shops that offer different pieces. The True Ending route and extended Endless play are outside this guide.
Open the score-panel screenshot at full size.
What a roll scores
- Check where your Base Dice landed. Right-click results you want to keep, then reroll the unfrozen dice with Chrono or make a one-step correction with Budge.
- Select Launch. Base Dice score first; generated Mini-Dice then roll and score automatically. Wait for the chain to finish.
- Use the shop to buy units, tiles, artifact XP or dice-control resources that help the next roll.
- If the planet remains active, prepare the next turn. When it is marked defeated, compare the Skip reward with the growth you could gain from the turns left.
The board has six numbered columns. A Base Die showing 2 scores column 2; a die showing 5 scores column 5. The number on the die selects a column. It does not mean a five automatically deals five times as much damage as a one.
Dice Power determines how much strength a scored unit contributes. With ordinary Base Dice, two dice in the same column give that column 2 Dice Power. A 10-STR Migo there contributes 20 attack; with three ordinary dice, it contributes 30. Units in a different column do not join that score just because they stand nearby. Effects that explicitly score other units can change this.
Mult then multiplies the attack accumulated during the turn. It resets when the turn ends, so a large Mult from the previous turn cannot rescue the next roll by itself. To keep clearing larger targets, acquire ways to produce Mult again, raise permanent STR, or score valuable units more often. A bigger matching set helps only if it reaches a column and effects that your army can use.
Watch the right-hand Total Attack counter across the encounter. It accumulates your attacks toward the current Target Defense. You do not need to defeat every planet in one launch. If the available turns expire before you reach its defense, you lose a Heart and receive another turn. With no Hearts left, the run ends.
Choose a Commander whose starting perk you can use
Read the starting perk before buying your first expensive unit. Blob Girl starts each turn with three Mini-Dice. Her perk also gives the artifact in a column 2 XP after a Mini-Die scores there. That makes Mini-Dice generation useful twice: it supplies more scoring opportunities and levels artifacts in the columns those dice hit.

For this Commander, look for a way to generate Mini-Dice, a payoff for receiving them, and units worth scoring repeatedly. Broodmother, Spiky Gel and Acid Town are concrete examples of that combination. You can start using one piece while looking for the others; you do not need the whole set before it contributes.
Check whether a new perk changes how your existing artifacts work. Fusion Reactor, for example, triggers the artifact in a column after you score a pair there with Base Dice. An artifact that normally waits for a different event can gain a second way to activate. The words “Base Dice” matter: a Mini-Dice pair does not satisfy that particular perk.
Budge, Chrono and freezing do different jobs
Budge changes a die’s value by one, up or down. Click the die and choose the direction that reaches your intended column. Budging cracks it, preventing another Budge until it has been rerolled. A roll of 2, 2, 3 can become a triple in column 2 by spending one Budge on the 3. Spend that Budge when the triple also unlocks an artifact slot or activates an effect you need.
Chrono pays for rerolling Base Dice or refreshing the shop. Both uses draw on the same supply. Spending your last Chrono on a shop refresh can leave you unable to repair cracked dice in the coming fight. Right-click the Base Dice you want to keep before using the Chrono reroll; frozen results stay, and the unfrozen dice change. Unfreeze a retained die before rerolling it, unless the encounter prevents unfreezing.
Decide what the corrected roll would achieve before paying. Moving a die toward a Broodmother can produce more Mini-Dice. Completing a pair beneath a pair-triggered artifact can add a shield, build a tile or activate another effect. Moving it into an empty column without a relevant artifact contributes none of those benefits.
When the encounter is already comfortably won, save dice-control resources unless the match earns something lasting, such as an unlock. Extra attack beyond the target does not justify every available reroll. When the target is still out of reach, spend toward the strongest available column or a chain that adds more scores.
Build the opening board around useful columns
Start with the columns your units already occupy. Put new attackers where your rolls and available Budge can reach them. Group useful units beneath an artifact that needs its own column scored, and buy tiles where you need room for the next unit.
Place artifacts that require a pair or triple in an interior column when you have a suitable open slot. Column 3 can receive a one-step Budge from either 2 or 4. Column 1 can receive that correction only from 2. The interior position gives you another nearby result to work with. An artifact that activates at turn start without requiring a column score can occupy an edge slot instead.
A locked artifact slot with three pips opens when you score a triple in that column. Take a cheap opportunity such as 2, 2, 3 becoming 2, 2, 2, then launch and check that the lock disappears. A triple in a different column will not open the slot you were aiming for. If your opening has no locked slots, spend those resources on scoring and growth instead.

4D Printer illustrates why a match can be worth more than its immediate attack: a pair in its column builds a random tile and gives Mult. You gain army space while scoring the planet. If the Printer starts at an awkward edge, a shop movement option can move it toward the columns you are already targeting.
Spend the shop budget without losing your next reroll
Spend useful shop money before advancing. Cash left over when you leave becomes Mini-Dice, so you cannot save it for the next shop. When none of the remaining offers help, take the Mini-Dice conversion. Blob Girl can turn those dice into artifact XP, and Spiky Gel rewards receiving them.

Buy Budge or Chrono when they solve a shortage your next encounter will expose. Buy Build Tile when a useful unit has nowhere to go. An XP purchase should go into an artifact whose next level improves the effects you are actually using. Raising a Mini-Dice payoff that will trigger repeatedly can be worth more than adding another low-strength attacker.
Refresh with Chrono while you have enough cash to buy the result. With only a dollar remaining, a refresh that reveals an unaffordable artifact wastes the resource you may need for dice. If an offer is useful later but you cannot buy it now, the shop’s lock option lets you retain that offer for a later visit.
Cursed offers also cost a Heart. Treat that cost as part of the purchase. The same unit may be worthwhile when it immediately fixes your damage and leaves room for another failure, but too expensive when it merely adds another minor bonus. Read the effect on a Warped unit or Astral artifact before paying for the variant. It still needs to help the units and columns you are using.
When to leave a planet early
Once the game marks the planet defeated and shows a Skip offer, you can skip the remaining turns and move on. The skip offer improves Shop Rarity. You trade away turns in which you could have shopped, generated turn-start resources or grown your units. Check the displayed offer and the effects on your board before accepting it.
If the displayed attack merely equals the displayed defense and the planet is still active, add a little more attack before spending your last turn. Confirm the defeated state or Skip offer instead of relying on matching numbers alone.
Leave early when the rarity reward helps you find stronger pieces and your current economy can support buying them. Stay for another turn when you still need shop purchases or a useful growth trigger. Winning immediately does not automatically mean leaving immediately is best.
Bronze Wings changes that trade if you find it through the Fortuna constellation: it grants money and Mini-Dice for each skipped turn. Upgrade it before skipping if the new level increases a reward you are about to collect. Those skip rewards can support aggressive early departures, but they do not apply to a run without the artifact.
Even with extra money from Bronze Wings, you need enough Chrono to see more offers. A large budget with one weak shop and no refreshes can go unused. Keep buying Chrono when your income outpaces the purchases available in a single shop.
A Mini-Dice build for the middle planets
Broodmother spends Charge to create Mini-Dice equal to Dice Power. Put her in a column you can score with a pair or extra Dice Power, and check that she has Charge available. More Dice Power can produce more dice from her effect, which then score other columns after the Base Dice resolve.
Spiky Gel turns each Mini-Die you receive into strength for a random unit. The ordinary artifact starts at +5 STR per Mini-Die; variants and levels change the amount. Blob Girl and Broodmother can keep feeding it over several turns. Level the Gel when you are generating enough Mini-Dice to use the larger STR gain repeatedly.
Acid Town adds another connection: when Mini-Dice score its column, it scores a random unit in another column. Higher levels increase the number of units it scores. Put it away from the units you want it to target, because its effect selects other columns. A unit that generates more Mini-Dice or adds Mult can then contribute even when the original die did not land on its column.

Keep the available random targets useful. If Acid Town is supposed to hit Broodmothers or Hiveminds, adding several plain Migos also gives it more low-value units to select. Buy a new unit only when its contribution justifies competing for those extra activations. In a build that rewards Migos, deaths or a full grid, those same extra bodies can be useful instead.
Warped Hivemind is a strong payoff if it appears: its turn-end effect multiplies Mult, with the factor increasing for Hiveminds scored that turn. Use Acid Town to give Hiveminds more chances to score. Repeat applies to a unit’s scoring line; it does not repeat a separate turn-end effect. You can keep the build growing without finding it. Buy the Mult gains and permanent strength available in your shops instead of spending every refresh on the same rare unit.
Robo-Parrot gives Repeat and STR to the next unit when its column begins scoring. For a clear setup, put a charged Broodmother as the only unit in that column, then score it with Base Dice. She becomes the recipient without another unit taking the bonus first. If you later add more units, watch the next launch to see which one receives it before investing more XP in the artifact.
Repeat applies a unit’s STR and the effects to the right of “>” again. Broodmother pays Charge before that symbol. She needs Charge to activate; Repeat can then produce more Mini-Dice without spending another Charge for each repetition. It does not create new Charge or repeat her turn-start recharge. A depleted Broodmother still needs Charge before she can generate more dice.

Rearrange the board when a perk changes your dice
Blob Cutter gives Mini-Dice an extra Dice Power but restricts their rolls to 1, 2 and 3. Accept it only when those columns can use the extra power or you can move important pieces there. A Broodmother in column 5 loses the Mini-Dice activations she previously received, even though the perk’s extra Dice Power sounds attractive.
Use movement and swap offers to put Mini-Dice generators and the artifacts you want to level into columns 1 through 3. Keep Acid Town in that range too, with valuable targets in other columns. Base Dice can still reach columns 4 through 6, and Acid Town can still score a target there, but the restricted Mini-Dice will not land there directly.

If your scores drop immediately after choosing Blob Cutter, inspect the columns that no longer receive Mini-Dice before replacing the whole build. Move the missed generator or payoff, then launch again and watch whether it activates. Until you can afford the relocation, use Base Dice and Budge to reach it.
Sacrifice Unit can remove an obsolete unit while transferring its STR to the unit above it. Put a unit above the sacrifice target if you want to retain that strength. This clears a tile and can reduce the weak targets available to Acid Town. Keep a Migo or other cheap body when you still need it for a death effect; do not clear the board simply because a sacrifice is offered.

Prepare for the Pilot’s rule before the fight
Read the upcoming Pilot’s ability while you still have shops available. For Noel, bank Budge; for Roxy, keep enough Chrono to reroll cracked dice. Then compare your attack with that encounter’s Target Defense before spending more resources.

| Pilot and ability | What changes | How to prepare |
|---|---|---|
| Noel: Hyperfreeze | Dice remain frozen and cannot reroll. | Keep Budge for one-step corrections. Budging cracks the die, so you cannot immediately budge it again or use the blocked reroll to repair it. Chrono remains available for the shop. |
| Roxy: Trailblazer | Base Dice start cracked and cannot be budged until rerolled. | Reserve Chrono to reroll before a needed Budge. Accept the initial roll if it already scores enough. |
| Kaia: Booby Trap | Scoring the trapped column with Base Dice raises defense by 30%. | Use Budge or a reroll to avoid the marked column when the added defense would leave your attack short. The penalty specifically names Base Dice, so keep generating Mini-Dice for your scoring chain. |
| Iris: Poof! | A Puppet spawns at turn start if none is present. | Start the chain by aiming Base Dice at a charged generator. Check the new board before relying on a particular unit to receive Robo-Parrot’s bonus. Removing a Puppet does not prevent a replacement next turn if none remains. |

Against Iris, keep the start of your build reliable: use Base Dice and Budge to reach a charged Broodmother, then let the Mini-Dice and Acid Town scores resolve. If the new board changes Robo-Parrot’s first recipient, use a different generator column for that launch rather than expecting the same bonus. Spend dice-control resources on reaching a useful generator before paying to clear a unit simply because Poof! added it. Poof! checks again at the next turn’s start, so removing the last Puppet alone is not a lasting solution to her ability.
After a Pilot, consider the Heart recovery option before choosing another reward. It restores room for failed targets and Heart-cost purchases. A perk can be worth taking when it immediately strengthens your build, but another minor bonus is a poor exchange if your next mistake would end the run.
Closing the damage gap and finishing the invasion
On the final approach, compare the remaining gap to the defense target with what your board is missing. If you have plenty of Mult but little attack to multiply, raise STR or Dice Power on the units being scored. If strong units rarely activate, add Mini-Dice, Repeat or a way to score them from another column. Keep buying the resource that lets you make that correction.
Shields add +0.5 Mult when their units are scored and can break. Buying one can bridge a small damage gap, but it is temporary value. If your army already clears the encounter, spend the money on a lasting strength increase, a useful artifact level or the next needed Chrono instead.
Launch, let Base Dice and Mini-Dice finish resolving, then check Total Attack. If it remains below Target Defense, use the next shop and turn to fix the missed activation or damage shortage. Do not expect a shield, extra unit or XP purchase to help unless its effect reaches the column and units doing the work.
After the fourth Pilot falls, the ending screen lists the defeated Pilots and offers Exit to Menu or Endless Mode. Choose Exit to Menu to finish there. Endless Mode is also available here; the four-Pilot victory does not itself complete every difficulty, campaign challenge or the True Ending.