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:

  1. 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.
  2. 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.
  3. 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.
  4. Lock Key Dice: Freeze the dice that directly match your chosen skill path.
  5. Reroll Remaining Dice: Spend a reroll on your unlocked dice to chase the remaining target numbers.
  6. 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.

SituationLock DecisionTactical Reason
High-Cost Skill MatchLock immediatelySecures rare numbers required for high-impact hero abilities.
Telegraphed Enemy AttackLock defensive valuesGuarantees guard or armor thresholds before counterattacks hit.
Single Disconnected PairKeep in reroll poolLocking an arbitrary pair limits your odds if your team relies on sequential runs.
Low-Probability ReachKeep in reroll poolChasing 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.
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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.