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Roads and events

19road events
3 to 5event tiles on a road
1 in 8events dealt gold
13gate variants

Every biome gate is a choice of two roads. Each road gives you its perk card, leads into its own biome and has 3 to 5 event tiles before the next gate. An event stops you with a choice of cards: rolls now, a bonus until the gate, a gamble, or a free shop card.

Picking a road

  • Each road card shows its perk, the biome it leads into, how long that biome is and the events on the way. Each road also rolls its own length, from x0.8 to x1.25 of the usual (to the nearest 5 tiles), and its own event pay, from x0.8 to x1.25, so the two roads at a gate can differ. The road card shows both. Event pay scales what the road's events give, except rolls.
  • The left road enters the next biome in the run's order. The right road enters the biome after that, and the biome it skips becomes the next gate's left road.
  • NEW ROADS deals both roads again, perk cards included, and uses one of your 2 redeals for the run.
  • SKIP THE PERK takes no perk: press it, then tap the road you want. The gate still refuels your rolls.
  • At the first gate you pick your Spark source first, then your road. On your very first run the game gives you Steady Drip instead, so that gate asks only for your road. From your second run you choose, and Daily Runs and challenges always let you choose.
  • On a Daily Run, everyone gets the same roads that day.

On the road

  • Event tiles are at least 25 tiles apart, and none sit within 12 tiles of a gate.
  • When a roll reaches or passes an event tile, the event opens as soon as the ball stops. If it passed more than one, they open in order.
  • Pick one of the event's cards, or WALK PAST to take nothing. A card your run cannot pay for shows what it needs.
  • Every effect an event leaves running ends at the next gate. Sharpen is the one exception: it lasts the whole run.
  • The tiles counter becomes a road card that shows the events still ahead and how far away the next one is. Event tiles glow on the track, with a badge naming the event.
  • In the Out Of Fuel challenge, cards that give rolls never show, and a Trader, Dare, Shipwreck or Oasis turns into a Coin.

Where events turn up

Each climate has two events of its own, dealt only on roads into a biome of that climate. The other 9 turn up on any road. Each event tile is drawn by weight, so the number at the bottom of each event below is the chance a tile is that event. Each climate event is 3.5 times as likely as any one of the others.

Climate Biomes Its events
β›ˆοΈ Stormy Ocean, Storm, Monsoon Shipwreck and Lightning Rod
πŸ”₯ Scorched Inferno, Desert, Canyon Oasis and Sandstorm
❄️ Frozen Frost, Cosmos, Aurora Frozen Chest and Ice Slide
🌿 Overgrown Jungle, Toxic, Mire Vines and Toxic Brew
πŸŒ† Twilight Midnight, Sakura, Autumn Moon Pool and Harvest

Gold events

About 1 in 8 event tiles is dealt gold, and its cards show RARE. A gold event offers the same cards with double the reward: double the rolls, points, extra tiles, bonuses and refreshes, and two of whatever a card gives one of, like a free shop card or a good weather. A gold Merchant sells two copies of a card for its one price.

Deeper roads pay more

Event rewards grow the deeper the road goes: x1 on the road into biome 2, then x0.125 more for each biome after that, up to x3 from biome 18. A gold event gets both. Rewards are rounded to the nearest whole number and never drop below 1. What a card costs, what you lose on a miss and how long an effect lasts stay the same, and so does Big Spender's double tile pay.

Rolls are the exception. A card that gives rolls never grows with depth: gold still doubles it, and a die that averages more than 10.75 tiles a roll gets fewer, the same discount a gate's refuel takes. The roll numbers on the cards below are for a die at or under that.

Road into biome 2 4 6 8 10 12 14 16 18
Rewards x1 x1.25 x1.5 x1.75 x2 x2.25 x2.5 x2.75 x3
Push Through, extra per tile +2 +3 +3 +4 +4 +5 +5 +6 +6
Gold Push Through, extra per tile +4 +5 +6 +7 +8 +9 +10 +11 +12

Gate variants

From gate 2 on, every road card has a NEXT GATE row naming the gate at the end of that road, and the gate marker on the road card shows it too. 50% of gates are normal. The rest are one of these 13 variants, each as likely: green ones help, red ones hurt.

  • A red gate wears a green gate's look 1 time in 3. You find out when you reach it: the gate line says It was a trick and a message names the real gate.
  • Effects that last until the next gate end there, like event effects, and show on the road card and in DETAILS.
  • A Dupli Gate or Roulette Gate asks its question before you see its perks.
  • On a Daily Run, everyone meets the same gates that day.
  • Autopilot answers a Roulette Gate too: SAFE CARD takes Bet Rolls and RISKY CARD takes Bet Points. At a Dupli Gate it copies the first perk it can pay for.
πŸ€
Lucky Gate
Helps

Every perk here is as likely as any other, gold ones included.

Gold and purple perks turn up far more often than at a normal gate.

🎁
Large Gate
Helps

Take both perks. You still pick the road.

✨
Special Gate
Helps

The roads after it hold twice the events.

Up to 10 events on each road it deals, still 25 tiles apart.

⚑
Speed Gate
Helps

Your next 5 rolls move further, twice as far at first.

Your next 5 rolls move x2, x1.8, x1.6, x1.4, x1.2 as far.

πŸ’°
Point Gate
Helps

Points x2 until the next gate, a little less each roll.

x2 at first, 0.05 less each roll, back to x1 after 20 rolls.

🌊
Flow Gate
Helps

Spark fills as you pass, then charges twice as fast until the next gate.

One Spark payout as you cross, then Spark charges x2 until the next gate.

πŸ“‘
Dupli Gate
Helps

Pay 8 rolls to copy one of your perks.

Offers up to 3 of your perks. A perk that gives rolls, or one at its cap, cannot be copied. With nothing to copy it deals its perks like a normal gate. You can walk past.

πŸ’Έ
Avarice Gate
Hurts

Points x0.5 until the next gate, a little less each roll.

x0.5 at first, 0.05 less each roll, never under x0.25.

🌧️
Unlucky Gate
Hurts

Only grey perks here, and no events on the roads after it.

If no grey perk is left to deal, the gate deals as normal.

πŸ›’οΈ
Tar Gate
Hurts

Your next 10 rolls move half as far.

Rounded up, never under 1 tile.

πŸ’€
Cursed Gate
Hurts

Every 5th roll until the next gate takes a random curse.

Each curse lasts one roll: it pays nothing, moves 1 tile, costs 2 more rolls, or light tiles pay nothing. Two Cursed Gates in a row keep one count.

🎰
Roulette Gate
Hurts

Before the perk you must bet half your points or 10 rolls.

Bet Points: half your points, even odds to win that much again or lose it. Bet Rolls: 10 rolls, even odds to win 4 more or lose the 10. You cannot walk past it.

πŸ”€
Shuffle Gate
Hurts

Three random gates at once, good or bad.

Plays 3 other variants at once, never Dupli Gate or Roulette Gate. The gate line names them when you reach it.

Every event

Each event lists the cards it offers, with the numbers they show on the road into biome 2, before depth or gold raise them.

Climate events

βš“
Shipwreck
β›ˆοΈ Stormy

Dig: Dig for 0 to 5 rolls.

Salvage: Take 2 rolls, safe.

Each event tile21.9%
Lightning Rod
β›ˆοΈ Stormy

Charge It: The next weather that starts is the good kind.

Fill Spark: Fill your Spark meter now.

Each event tile21.9%
🌴
Oasis
πŸ”₯ Scorched

Rest Here: Your next 3 rolls cost nothing.

Fill Up: Take 2 rolls now.

Each event tile21.9%
πŸŒͺ️
Sandstorm
πŸ”₯ Scorched

Ride It: Your next 10 rolls move 2 tiles further but pay half.

Take Shelter: Take 1 roll.

Each event tile21.9%
πŸ“¦
Frozen Chest
❄️ Frozen

Thaw It: Pay 5 rolls now. At the next gate it opens: a free card from the Elite shop or better.

Chip the Ice: Take 1 roll.

Each event tile21.9%
⛸️
Ice Slide
❄️ Frozen

Slide: Your next roll slides 1 to 6 extra tiles.

Stay Off the Ice: Take 1 roll.

Each event tile21.9%
🌱
Vines
🌿 Overgrown

Push Through: Your rolls move 1 tile less, but every tile pays +2 until the gate.

Cut a Path: Take 1 roll.

Each event tile21.9%
πŸ§ͺ
Toxic Brew
🌿 Overgrown

Drink: Even odds: every tile pays +50% until the gate, or you lose 5 rolls.

Sell It: Take 1 roll.

Each event tile21.9%
πŸŒ•
Moon Pool
πŸŒ† Twilight

Bathe: Dark tiles pay 3 times and light tiles pay nothing until the gate.

Drink: Take 1 roll.

Each event tile21.9%
πŸ‚
Harvest
πŸŒ† Twilight

Reap: Take points worth half of what this road has paid you so far.

Store It: Bank 3 free shop refreshes until the gate.

Each event tile21.9%

Any road

βš–οΈ
Trader
Any roadCan come back

Big Spender: Pay 10 rolls. Every tile pays double until the next gate.

Spare Dice: Take 2 rolls, free.

Walk past and it has a 50% chance to come back once, later on the same road: Big Spender then costs 5 more rolls and Spare Dice gives 1 roll fewer.

Each event tile6.3%
Coin
Any road

Double or Nothing: Your next roll pays double, or nothing at all.

Free Upgrade: Take a random card from the shop, free.

Each event tile6.3%
🎁
Gift
Any road

Spare Dice: Take 2 rolls, free.

Free Upgrade: Take a random card from the shop, free.

A Gift holds one of these: Spare Dice 50% of the time, else Free Upgrade.

Each event tile6.3%
❓
Mystery
Any road

Turns into one of the other events this road can deal when you reach it, each as likely, but never a Toll.

Each event tile6.3%
πŸ”¨
Blacksmith
Any road

Sharpen: The face you have rolled least rolls +1 for the rest of the run.

Reroll: A free shop refresh, banked until the gate.

Each event tile6.3%
πŸ›’
Merchant
Any road

Offers 3 random cards from the shop at half price. Buy one, or walk past.

Each event tile6.3%
πŸ›€οΈ
Shortcut
Any road

Jump: Move 25 tiles ahead now, skipping their points. Never past the gate.

Long Way: The next 25 tiles pay +50%.

Each event tile6.3%
🎯
Dare
Any roadNeeds Golden Tiles

Take the Dare: Land on a gold tile within 5 rolls: +5 rolls. Miss: lose 3.

Play It Safe: Take 1 roll and walk on.

Without Golden Tiles in your run, a Dare turns into a Shortcut.

Each event tile6.3%
🚧
Toll
Any roadNo walking past

Pay: Pay 10% of your points, at least 100, to pass.

Refuse: Keep your points and lose 5 rolls.

A Toll is the one event you cannot walk past.

Each event tile6.3%

Autopilot

The Autopilot pass adds a Road events row to the AUTO ROLL menu: SAFE CARD (the default), RISKY CARD, WALK PAST or I PICK.

  • SAFE CARD and RISKY CARD take the card in the table below. When the run cannot pay for it, Autopilot takes another card it can pay for, or walks past.
  • On those two, a Gift's one card is always taken, and at a Merchant Autopilot buys the cheapest card it can pay for.
  • WALK PAST still answers a Toll: it pays if it can, and refuses if not.
  • I PICK leaves every event to you.
Event SAFE CARD RISKY CARD
Shipwreck Salvage Dig
Lightning Rod Fill Spark Charge It
Oasis Fill Up Rest Here
Sandstorm Take Shelter Ride It
Frozen Chest Chip the Ice Thaw It
Ice Slide Stay Off the Ice Slide
Vines Cut a Path Push Through
Toxic Brew Sell It Drink
Moon Pool Drink Bathe
Harvest Reap Reap
Trader Spare Dice Big Spender
Coin Free Upgrade Double or Nothing
Blacksmith Sharpen Sharpen
Shortcut Long Way Jump
Dare Play It Safe Take the Dare
Toll Pay Pay

Numbers on this page match Rogue Roller version 3.7.0.