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All 40 charms

Charms are the upgrades you buy between rounds. You can hold 5 at a time. Each page shows the same dice scored with and without the charm.

Common charms, $4 each

Uncommon charms, $6 each

Rare charms, $8 each

By type

Die charms

It fires once for every scoring die that matches.

Hand charms

It looks at the whole hand when you score.

Rule charms

It changes a rule of the table.

Unlocks

24 charms are in the pool from your first run: Sixer, Odd Ones, Evens, Steady Hand, Twins, Bookends, Low Ball, Leftovers, Three's Company, House Party, On the Run, Snake Eyes, Big Spender, Last Call, Underdog, All Different, Lucky Seven, Pit Stop, Second Wind, Extra Throw, Anchor, Fistful, Herd, Odd Couple.

The other 16 unlock as you beat bosses. Each boss win unlocks the next 2, in this order:

  1. Boss win 1: Pennies and Small Fry
  2. Boss win 2: Bluff and Top Shelf
  3. Boss win 3: Short Stack and Tall Stack
  4. Boss win 4: Kicker and Neighbors
  5. Boss win 5: Summit and Hot Streak
  6. Boss win 6: Hat Trick and Entourage
  7. Boss win 7: Hand of Five and Grip
  8. Boss win 8: Even Money and Gambler

Until a charm is unlocked it cannot show up at the charm stand. The daily run always uses the 24 starter charms. Selling a charm returns half its price.

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