Feed the Scorchpot Dice Odds
Three faces in, three Marks out. Harvest only after you can see the sums.
This calculator is a teaching tray. Enter three numbers from 1 to 6. The widget adds every pair and prints the Marks that would light your hexes. Highlight 2-12 if you want hits to glow. Roll randomizes a fair tray. Reset returns the tutorial example 3-4-5, which produces 7, 8, and 9.
Set three fate dice. Pairwise sums become your Marks for the harvest.
Marks this roll
Highlight island numbers you care about
Use it while you read How to Play. The whole trick of Feed the Scorchpot is that you are not hunting one total. You are hunting three totals at once. A keep that looks ugly as a Yahtzee hand can be perfect as a Mark hand.
Worked examples
3, 4, 5 → 7, 8, 9. If your farms sit on those numbers, stop rolling. If your farms sit on 12, this tray is a brick even though it looks “balanced.”
1, 1, 6 → 2, 7, 7. You have a 2 and a double 7. Great for a 7 cluster. Miserable for a 10 cluster. Do not reroll the 6 if 7 is the plan; reroll a 1 if you need 8+.
6, 6, 6 → 12, 12, 12. The all-sixes fantasy. Only an engine if you built 12s. See the dice tier list.
2, 5, 6 → 7, 8, 11. A flexible mid-high tray. Keep it if you farmed 7-8. Hunt the 11 only if a farm actually sits there.
How to pair with the planner
The Mark Planner answers “what faces create a 10.” This widget answers “what did I just roll.” Together they replace superstition. Neither places a farm; Island Layout still owns geography.
If a consumable adds a Mark, treat it as a fourth sum you do not see here. Buy those on the shop tools page, then come back and type the three physical dice anyway so you know what the tool must cover.
Fair-dice reminders
On two fair six-siders, 7 is common and 2 is not. Three pairwise Marks make 7 even more frequent in a typical season. That is why beginner clusters around 6-10 feel lucky. They are not lucky. They are arithmetic. Late specialty dice exist to break that fairness on purpose.
When the sums are obvious, close this tab and cook. The walkthrough needs your attention more than a third widget. When a year is on fire, come back, type the tray, and spend the reroll on the one face that would light a still-living peninsula.
For controller users, the widget is still mouse or touch; play the game on the pad and plan here. See Controls. For definitions of odd and even dice, Dice.
Misreads this widget will catch
People keep a 6 because six feels strong, then wonder why 7 never lights. Add the pairs. If the other faces are 1 and 2, you own 7, 8, and 3 — not a 12. The glow targets exist so you can tap 8 and 9 and watch whether this tray even deserves a keep.
Another misread: three different faces that all miss the cluster. That is not “bad RNG.” That is a signal to stop hunting and spend a shop tool or to cook a lesser legal recipe. Rerolling a dead tray into a 12 you never built is how year eighteen ends.
If you stream, type slowly. Viewers will add faster than you. Believe the widget over the loudest tab. Then harvest. If the widget and the board disagree, you typed a face wrong; the island is not haunted. Re-enter the three numbers from the tray, not from memory, then decide the keep. The tutorial 3-4-5 reset exists because that tray is the one the demo trailer is selling. If your live tray is uglier, that is the game, not a broken widget.
Frequently Asked Questions
Quick answers to the most common questions.
Why are there three Marks from three dice?
Each pair adds once: A+B, A+C, B+C. The widget prints those three sums.
Can I enter a 7?
No. Faces are 1-6. If a special die shows a six, type 6.
Does Roll use my custom dice?
Roll simulates three fair six-siders. For specialty faces, type them yourself.
What is Reset 3-4-5?
The tutorial example. It harvests 7, 8, and 9, the same demo the How to Play page uses.