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Red / Blue Ball Bonus

Dice from Gold, Emerald and Ruby bins open a two-phase skill bonus: stop 5 dice for multiplied balls, then time the portal over 9 multiplier bins. 3 runs a day of each colour; five top faces bring out the golden die.

Overview

The Red Ball Bonus and its rarer sibling the Blue Ball Bonus are skill minigames that pay balls. A landing in a Gold, Emerald or Ruby bin can drop a die; tap it to throw, and a top face (a 6 on a red die, an 8 on a blue one) opens the bonus board. There you stop 5 spinning dice to build a stack of multiplied balls, then time a sweeping portal to drop them over 9 multiplier bins.

Red dice start dropping when you break Gate 2 (RED DICE); blue dice also need the Research Hall project BLUE DICE (the hall opens at gate 20). The board is also called the Bonus Map.

Getting a die

Dice drop as one of the bin's reward slots, so the chance is per landing in that bin (portal hops and split balls never roll them). Higher bins hand out dice that are both more common and loaded toward the winning face — a Ruby red die only rolls 4–6. Chances vary slightly by world because each world tunes its bins.

DieBinW1 MeadowW2 AuroraW3 FloraW4 MaelstromW5 InfernoFacesRoll the top face
Red dieGold0.207% (1 in 484)0.221% (1 in 453)0.305% (1 in 328)0.305% (1 in 328)0.207% (1 in 484)1–616.7% (1 in 6) (a 6)
Red dieEmerald0.428% (1 in 234)0.428% (1 in 234)0.428% (1 in 234)0.428% (1 in 234)0.428% (1 in 234)1–616.7% (1 in 6) (a 6)
Red dieRuby0.989% (1 in 101)0.989% (1 in 101)0.989% (1 in 101)0.989% (1 in 101)0.989% (1 in 101)2–620% (1 in 5) (a 6)
Blue dieGold0.0323% (1 in 3,095)0.0345% (1 in 2,897)0.0476% (1 in 2,100)0.0476% (1 in 2,100)0.0323% (1 in 3,095)1–812.5% (1 in 8) (a 8)
Blue dieEmerald0.0669% (1 in 1,495)0.0669% (1 in 1,495)0.0669% (1 in 1,495)0.0669% (1 in 1,495)0.0669% (1 in 1,495)2–814.3% (1 in 7) (a 8)
Blue dieRuby0.124% (1 in 809)0.124% (1 in 809)0.124% (1 in 809)0.124% (1 in 809)0.124% (1 in 809)4–820% (1 in 5) (a 8)

Dice are a daily allowance, not a stockpile: once today's runs are used, a winning roll has nothing to spend until the daily reset.

Boosting die drops

SourceEffect
Carnival PhoenixRed Dice Chance — Red Dice drop more often from bucket rewards (Red Dice only). +0.00% at Lv 1 → +50% at Lv 100.
Crimson DiePet item: +3% red-dice drop weight per equipped copy (diminishing when stacked).

Throwing the die

  • A dropped die rises out of its bin and waits there with TAP TO THROW, its range and the face that wins (e.g. 4–6 · 6 = BONUS on a Ruby die). One left alone fades after a minute but stays banked — it can still pay for a run later.
  • One tap throws it: it tumbles, bounces and lands on a face the server rolls, fair within the die's range. Only the top face wins: a 6 for red, an 8 for blue. A win bursts into BONUS! and opens the bonus board; a miss shows the face it needed — and SO CLOSE! when it was one short.
  • You get 3 runs a day of each colour (UTC), counted separately for red and blue. When a colour's runs are used, its dice stop dropping until the reset. The BONUS DICE panel on the QUESTS page shows how many you have used today.
  • Your first-ever run skips both the die and the daily pool. The old guaranteed daily free run has been retired — see Bonus Map.

Phase 1 — Roll for balls

Every run starts with 10 ×1 balls. Then 5 dice spin one at a time; tap to stop each. Die N's face is how many ×N balls you add — die 1 adds ×1 balls, die 5 adds ×5 balls. The faces cycle in order (1 → 2 → … → 6 → 1 for red, up to 8 for blue) and each die cycles faster than the last, so timing is the skill: the last die is the most valuable and the hardest to hit. Nothing is picked for you — a die spins until you tap.

DieBall valueRed: time per faceBlue: time per faceMax from this die (red / blue)
Die 1×1245 ms (1.47 s per cycle)215 ms (1.72 s per cycle)6 / 8 ball-units
Die 2×2175 ms (1.05 s per cycle)150 ms (1.2 s per cycle)12 / 16 ball-units
Die 3×3122 ms (0.73 s per cycle)108 ms (0.86 s per cycle)18 / 24 ball-units
Die 4×484 ms (0.5 s per cycle)74 ms (0.59 s per cycle)24 / 32 ball-units
Die 5×558 ms (0.35 s per cycle)52 ms (0.42 s per cycle)30 / 40 ball-units

Phase 2 — The drop

A portal sweeps left and right across the top of the board at 860 px/s; tap to stop it where you want to drop. Your balls then stream out lowest value first (a crescendo) and each one random-walks 8 peg rows, shifting half a bin per row, into one of 9 bins.

The bins always hold the same set — ×1 · ×1 · ×2 · ×2 · ×3 · ×5 · ×5 · ×10 · ×20 — shuffled for every bonus. The ×20 and ×10 bins are never side by side, and the ×20 never sits in the same slot two bonuses in a row.

BinCountShare of binsRed: ×1 ball / ×5 ball paysBlue: ×1 ball / ×5 ball pays
×1222.2%1 / 41 / 6
×2222.2%2 / 83 / 13
×3111.1%2 / 124 / 19
×5222.2%4 / 206 / 32
×10111.1%8 / 4013 / 64
×20111.1%16 / 8026 / 128
Per ball
round(ball value × bin multiplier × 0.8) balls for red, × 1.28 for blue
Best single ball
×5 ball in the ×20 bin = 80 (red) / 128 (blue) balls
Aim
with 8 rows of ±½-bin drift a ball lands within one bin of your drop point about 71.1% of the time

What a run pays

Every ball's payout is added into a pending pot and the summary screen's CLAIM pays it into your launch balls. Claim before starting anything else: arming a new run forfeits an unclaimed pot. A run you abandon is auto-resolved after 15m (remaining dice rolled at random, a centre drop) and still banked.

"Ball-units" below is the sum of every ball's multiplier — 10 base + die faces × their multipliers. "Typical" assumes average dice and a perfect drop on the best spot of the layout (expected bin multiplier ≈ ×9.36, computed over every legal layout).

ColourBall valueBall-units (min / average / max)Typical runMaximum possible
Red0.825 / 62.5 / 100≈ 468 balls1,600 balls
Blue1.2825 / 77.5 / 130≈ 929 balls3,328 balls

Carnival Phoenix runs

An equipped Carnival Phoenix changes red runs only. It is a limited pet: its one ability does all of this at once, with no stars to earn:

  • Extra Balls — +10 extra ×1 balls seeded into every run (20 base instead of 10).
  • Blazing Bin — one ×1 bin becomes a ×50 bin. With perfect aim the expected bin multiplier rises to ≈ ×21.37, a typical run to ≈ 1,240 balls, and the maximum to 4,400.

The Golden Die

Land the top face on all 5 dice - five 6s on a red run, five 8s on a blue one - and a GOLDEN DIE comes out. Tap to throw it: its face (3 to 8) is how many golden balls join the drop. A golden ball is a ×10 ball on red and a ×20 ball on blue, and golden balls are always the last to fall.

How often
dice 1 and 2 can be hit on purpose, dice 3 to 5 come down to luck: about one red run in 216 at best, one blue run in 512
SO CLOSE!
the top face on four of the five dice lights them gold under a SO CLOSE! banner - only all five bring out the golden die and its golden balls
One golden ball
160 balls in the ×20 bin on a red run (512 blue), 400 in the Carnival Phoenix's ×50 bin
Maximum possible
red 2,880, red with the Carnival Phoenix 7,600, blue 7,424 (8 golden balls, every ball in the top bin)

Tips

  • Dice 1 and 2 are slow enough to hit on purpose — always aim for a 6. Dice 4 and 5 are near-random for most players, but a lucky high face there is worth the most.
  • Watch the layout before you drop: the ×20 bin moves every bonus, and the ×20/×10 pair is guaranteed not to be adjacent, so there's always one clear best spot.
  • Ruby-bin dice are the best dice in the game: 1 in 3 rolls a 6. Farming Ruby landings farms bonus entries.
  • 3 runs a day per colour is the real limit, not the drop rate — once a colour is spent, its dice stop dropping until midnight UTC.

See also

  • Bonus Map — The other name for the dice bonus board: the gate that opens it, the Armory rows that add daily runs, and the Research project behind blue dice.
  • Bucket Rates — Every reward, amount and chance for every bin in every world — coins, gold balls, gems, balls, portals, dice, sticker packs, time candy and pet cards.
  • Carnival Phoenix — Carnival Phoenix — legendary limited pet. Red Dice spawns + a supercharged Red Ball Bonus.
  • Pet Items — Every wearable pet item — effect, rarity, stacking maths, salvage value — plus the slot rules, what happens to items in a trade, and the drop odds from the MEGA BALL, Hoard chests and expeditions.
  • Gates — The 50-gate ladder: how attacks work, health and armor for every gate, and everything each gate unlocks.
  • The Armory — The permanent bar shop that opens at gate 1. 32 rows that survive every prestige — each unlocked by a gate — including the extra daily dice runs.
  • Research Hall — Two tabs: 45 statues (3 tiers each) that buff the whole account, and 10 research projects. Paid in bars, gems and alloy — every purchase is instant. Opens at gate 20.
Generated from game data · version 3.1.1 (build 137). Spot a mistake? Tell us on Discord.