A combat turn in Dice of Kalma proceeds through three distinct phases: rolling your initial dice pool, locking desired faces across limited rerolls, and assigning completed combinations to activate hero abilities. Because unassigned dice do not carry over automatically, your primary goal each round is to commit dice only toward abilities you can fully satisfy before ending your turn.
The Turn Execution Order
To maximize your output and prevent wasted rerolls, follow this operational sequence every round:
- Assess the Opening Roll: When your dice land, inspect your hero lineup before touching any die. Review what each skill requires—such as matching sets, sequential runs, or specific elemental alignments—and identify which abilities are closest to completion.
- Check Enemy Intent: Look at the enemy's telegraphed actions. If an opponent prepares a heavy burst strike, prioritize combinations that feed shield or guard skills. If the enemy spends the round preparing buffs, direct your dice toward pure offensive skills.
- Check Passive Modifiers: Verify hero passives before committing to a reroll. Certain passives can increment face values by one, flip faces, or act as wildcards, which may complete a skill requirement without spending a reroll.
- Lock Key Dice: Freeze the dice that directly match your chosen skill path.
- Reroll Remaining Dice: Spend a reroll on your unlocked dice to chase the remaining target numbers.
- Assign and Resolve: Slot finished dice into active hero abilities to trigger damage, utility, or armor, then pass the turn.
How to Allocate Locks and Rerolls
You receive a limited number of rerolls per combat turn. Locking too many dice on a low-probability hand can leave your pool stranded with incomplete sets that yield no action.
| Situation | Lock Decision | Tactical Reason |
|---|---|---|
| High-Cost Skill Match | Lock immediately | Secures rare numbers required for high-impact hero abilities. |
| Telegraphed Enemy Attack | Lock defensive values | Guarantees guard or armor thresholds before counterattacks hit. |
| Single Disconnected Pair | Keep in reroll pool | Locking an arbitrary pair limits your odds if your team relies on sequential runs. |
| Low-Probability Reach | Keep in reroll pool | Chasing a single specific number on one die is less reliable than rolling a wider pool. |
Never lock dice for two separate, high-cost skills simultaneously unless your opening roll satisfies nearly all requirements for both. Splitting your remaining dice between competing combinations usually results in two half-filled, inactive skills.
Activating Skills and Clearing the Board
Once your rerolls are exhausted, you must assign dice to hero slots to execute actions:
- Complete Primary Skills First: Dedicate dice to your main damage dealers or vital shields first. A completed skill produces full battlefield value, whereas a partially filled skill slot provides zero effect.
- Check for Exceeded Requirements: Certain skills activate secondary buffs, status ailments, or bonus armor if you slot extra dice beyond the base combination. Check your skill descriptions before discarding leftover dice.
- Convert Leftover Dice: If you have remaining dice that cannot complete an active attack, slot them into general utility commands or basic defensive conversions rather than ending the round with idle dice.
Free Dice of Kalma Codes
Current active codes and how to redeem them.
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Player Comments
146 players commented on this guide.
I wish I had read this before upgrading the wrong thing.
This saved me time in the early game.
Can you add more details about strategy in a future update?
This helped me understand strategy much better.