Feed the Scorchpot Dice
Twenty-plus ways to stop treating a Mark as an accident.
Dice are the weather of Feed the Scorchpot. Three fate dice make three pairwise Marks. Special dice bias that weather toward the numbers you built. If you buy a wild tray before you pick a cluster, you have hired chaos as a consultant.
Learn the sums on How to Play. Test a tray in Dice Odds. Rank shop dice on the dice tier list. This page is the field guide.
Standard fate dice
Fair six-siders produce Marks from 2 to 12. 7 is the mode. 2 and 12 are the tails. A beginner board should live near 6-10. That is not a lore statement. That is two-dice arithmetic. The Mark Planner lists every pair if you want it on paper.
Rerolls let you fake a better distribution for one season. They do not replace a die that is biased toward your cluster forever.
Odd, even, and colored dice
Odd dice push odd Marks. Even dice push even Marks. If your farms sit on 8, 10, and 6, even dice are a scoring item. If your farms sit on 7 and 9, odd dice are the scoring item. Colored dice usually tag extra effects when a matching building or recipe is in play. Read the Codex line before you treat a color as paint.
The six-sixes joke
The store page boasts dice carved into six sixes. That is a 12 machine, a 6+6 Mark factory, and a trap if you never built 12s. Combined with a late 12 cluster it is a high-score toy. Combined with a year-three grocery it is a brick.
How many dice should you add?
More dice can mean more Marks or more noise, depending on how the current build counts extra cubes. Some buildings add dice. Some add rerolls. Some replace a face. Prefer replacement and bias over a noisy fourth cube you cannot keep. The engine wants reliable pairs, not a Yahtzee bag.
Tray follows board
- Survey the seed.
- Place farms on a cluster (Island Layout).
- Buy the recipe that cooks that cluster (Recipes).
- Then buy the die that prints those Marks.
Invert that order and you will own a beautiful gem die that never lights a farm. Unlockable starting trays (gem dice, pre-buffed kits) are for cooks who already finished a default contract. See Dragons and the walkthrough before you start a run with a joke tray.
Shopping advice
Skip a die that fights your cluster even if the dice tier list loves it in the abstract. S-tier on an even island is C-tier on your odd island. The list assumes you already picked a plan.
When a tantrum scorches land, a biased die that still hits the unburned peninsula is worth more than a fair die hunting the fire. When the shop is scorched, you are stuck with the tray you have; that is why you buy the die a year early.
For panic fixes that are not dice, use Shop Tools. For the buttons, Controls.
Teaching your hands the sums
Until 7, 8, and 9 are automatic, keep Dice Odds open. Type the faces. Read the Marks. Then look at the island. If none of the three sums match a farm, you did not have a bad roll. You had a bad plan. Rerolls can chase a sum the planner says is legal. They cannot chase a sum you never built.
Specialty dice shine in New Game Plus because you already know which peninsula you will pave. On a first contract they hide the lesson. Play fair cubes until you can finish year twenty without asking chat what 4+5 is. Then bias hard. The walkthrough is easier to trust when the weather is still honest.
If a colored die’s Codex line mentions a building you sold, the die is now a paperweight. Sell it mentally even if the UI will not. Next shop, buy bias that still matches the cluster.
Frequently Asked Questions
Quick answers to the most common questions.
How many dice types are there?
The store page lists 20+. Fair fate dice plus odd, even, colored, and specialty faces like all sixes.
Should I buy the all-sixes die immediately?
Only if you already farm 6 and 12. Otherwise it is a brick that never lights your 8s.
Do extra dice always help?
Not if they add noise. Bias and replacement beat a random extra cube.
Where can I test a tray?
The Dice Odds tool prints pairwise Marks for three faces you type in. The Mark Planner lists pairs for a target number.