Anime Dice Guide: How to Play

The complete beginner walkthrough for the roll-to-earn loop, including a map of every button on the Update 3 client, the upgrade order three independent sources agree on, and an honest list of what nobody has published yet.

Reviewed September 12, 2026Reading time 8 minSources player testing + official Roblox description

A grid of glowing pedestal pads on a tropical plot, each holding a rarity-coloured crystal

What Anime Dice actually asks you to do

Strip away the menus and Anime Dice is four steps on repeat. Every guide on this site is a variation on this loop, so it is worth getting it exactly right before optimising anything.

PhaseWhat you doWhat you get out of it
RollSpend cash, or a Lucky Spin, to reveal a unit from a pool filtered by your Luck valueA character with a rarity band and a random trait
PlaceDrop the unit onto a pad on your plotPassive cash per second, which keeps running while you are offline
UpgradeSpend plot cash on upgrade nodes and dice tiersA higher Luck multiplier, which improves the next roll's pool
RebirthReset your cash in exchange for permanent multipliersA higher floor for everything above, plus the plot slots you need to grow

The critical insight is that rolling and income are not two separate activities. Better rolls mean higher-rarity units, higher-rarity units mean more cash per second, and more cash means better dice tiers and Luck nodes. The skill in the early game is not rolling more — it is rolling after you have raised Luck, so the rolls you already have budgeted land in a better pool.

Confirmed vs community-reported

The loop itself, offline money generation, Luck upgrades and mutations are all named in the official Roblox description. Specific costs, Luck values and roll odds are not published by the developer; where this site states a number, it is attributed, and where no number exists we say so rather than estimating.

The HUD, icon by icon

The Update 3 client puts every persistent control in one of two vertical stacks. Learning them takes about thirty seconds and prevents the single most common beginner mistake in the game: hunting for the code box inside the Rebirth menu.

Left edge, top to bottom

  • Shop — the gift-crate icon. Opens a rainbow-trimmed window. This is where the codes tab lives, at the bottom, along with luck products and convenience items. If you are looking for the redemption field, it is here and nowhere else.
  • Rebirth — the circular-arrows icon. Prestige reset. Tapping it does not refresh anything; it is a one-way transaction that costs your cash balance. Read the panel before you confirm.
  • Index — the book icon. Your collection log of units you have seen. Filling it is a slow project, and the community reports that completion rewards are modest compared with the effort.

Right edge

You will see a clover Lucky badge and a blue burst that reads like a jackpot counter. Both are luck-facing status chips and store entries, not promo fields. Tapping them will not redeem a code. They matter to the Lucky Spins loop because they advertise paid or event luck stacked on top of your dice nodes.

The die and the pads

Your avatar holds a white six-pip die, because that is the fantasy — every roll can theoretically reach the banner unit. In play, the die is just the gacha button. Each roll costs cash or consumes a Lucky Spin.

The part players get wrong is what happens next. A unit sitting in your cursor or in storage earns nothing. It has to be placed on a pad. Pads are the rectangular tiles on the plot floor. Fill them without leaving holes, because a placed unit generates income whether you are online or not, and empty pads are the most expensive thing on a fresh account.

Later, you can pick units back up and move them. If you notice one pad out-earning the others, that is a signal to park your best unit there rather than leaving it wherever it first landed.

Your first thirty minutes, in order

  1. Redeem every code before you spend anything. They are free, and they hand you the two resources — Lucky Spins and Trait Rerolls — that cash cannot buy. See the codes page for the six working strings.
  2. Buy Money, then Luck. These two upgrade nodes compound on each other: Money raises the cash that funds Luck, and Luck raises the rarity of the units producing that cash. Every source consulted for this guide agrees on this order.
  3. Roll, then place everything. Do not hold a roll in reserve hoping to place it somewhere better. A common unit on a pad still earns; a rare unit in storage earns nothing.
  4. Fill the first row of pads before you optimise anything. The documented beginner target is to have the front of the plot occupied within the first 15–20 minutes so offline income stops being effectively zero.
  5. Save for the next dice tier rather than spreading upgrades. Each tier multiplies the Luck behind every roll you make. See the dice ladder.
  6. Only then look at Rebirth. It resets your cash, so doing it before your income is stable just means a longer walk back to where you started.

Currencies, and which ones you can waste

There are four resources in play, and they behave very differently.

Cash is the $ readout in the lower-left HUD. It buys dice upgrades and unit levels, and it is generated by placed units — including while you are offline. Cash is abundant and is meant to be spent. Hoarding it is a mistake unless you are specifically saving for a named dice tier.

Lucky Spins are boosted rolls that do not cost cash. They come from codes and events. Because a spin draws from the same pool as a cash roll, a spin is worth more once your dice tier and Luck nodes are higher — so there is a real argument for banking them until you have upgraded.

Trait Rerolls overwrite the passive bonus on one unit. This is the only way to improve a unit you have already pulled, which makes rerolls the scarcest resource in the game. Never spend one on a common or rare unit you are about to replace.

Gems are spent on Grade upgrades, which community sources describe as a direct multiplier on a unit's cash generation. Codes are the main free source of them.

Rolling without tilting

There is no combat rotation, no skill bar and no dungeon to beat. The only thing that can go wrong is burning resources on rolls that cannot pay off yet. Three habits prevent that:

  • Roll in short sessions right after an upgrade, not as an idle clicker on a starter die. The pool is better at that moment than it was five minutes ago.
  • Judge every pull against your worst placed unit. If the new unit is rarer, or carries a mutation, it takes a pad. If it is not, place it anyway until the plot is full, then swap it out.
  • Stop when the backpack fills. A full inventory silently discards rolls. Sell down using Equip Best first, then continue — see tips and tricks for the batch-selling routine.

Where the tower fits

Tower runs are the one part of the game that is not about income. Three difficulties are documented, and they reward Gems and Luck boosts. Damage and Health upgrades do nothing for a plot farmer and everything for a tower attempt, which is why the community consistently ranks them last. Treat towers as a side objective: fund them after your economy is stable, not before.

What is still unconfirmed

Being straight about the gaps is more useful than filling them with plausible numbers:

  • Upgrade effect values. No source publishes how much each Money or Luck node adds. The order is well attested; the magnitudes are not.
  • Roll odds. There is no published rarity table. The 1-in-9,342,584 figure you see on the game's own artwork is a banner rarity marker, not a complete probability list.
  • Mutation probabilities. The official description confirms mutations exist as collectibles. No odds or effect table has been published or reliably measured in the material reviewed here.
  • Traits effects. The word "traits" appears throughout community guides and the game has a reroll resource for them, but no official traits list, effect text or rarity data has been published. The traits page treats this as an open question rather than inventing a table.

Anything that changes here will change with a date attached. If you find the panel that documents one of these, that is worth more than another tier list.

Sources for this page

Anime Dice publishes no unit stats, roll odds or upgrade values, so every number on this page traces to one of the sources below. Community wikis are player-maintained and marked as such.

FAQ

Anime Dice beginner questions

How do you play Anime Dice?

Roll a die to reveal an anime-inspired unit, place that unit on a pad on your plot so it generates cash, then spend the cash on upgrade nodes and dice tiers that raise your Luck multiplier. Higher Luck improves the pool your next rolls draw from. When income has outgrown your current tier, Rebirth resets your cash in exchange for permanent multipliers and more plot slots.

Where are the codes entered in Anime Dice?

Inside the Shop. Press the gift-crate Shop button on the left edge of the screen and scroll to the very bottom of the window. The redemption field is there. Codes are not entered through the Rebirth menu or the Index.

Which upgrades should I buy first in Anime Dice?

Money first, then Luck, then Roll Speed and Unit Storage. Damage and Health are last because they only matter for Tower runs. Every guide source reviewed for this site agrees on that order, though no source publishes how much each node actually adds.

Do units earn money if I leave them in my backpack?

No. Only units placed on a pad on your plot generate income. A rarer unit sitting in storage earns nothing, so place every pull even if you expect to replace it shortly, and only then start comparing units.

How many players are in an Anime Dice server?

Nine. The official Roblox API reports a maximum of nine players per server, and each player has a personal plot. Other players can walk onto your plot but cannot take or move your units.

Does Anime Dice have combat?

Only in the Tower mode. The core game has no combat rotation and no skill bar — the loop is rolling, placing and upgrading. Towers are the one place where the Damage and Health upgrade nodes matter, and they are documented as rewarding Gems and Luck boosts.