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Island Treasure Planner

Pick a target score and a multiplier strategy to see how many dice you need, how short you are, and how many event cycles to wait.

Starting dice needed

278

~488 rolls

Median

100,048

Have 313Ready
Target score100,000
Dice on hand0
Multiplier strategy
ConfidenceHits target on average luck
Paid packs+135
7/7
10/10
10/10
Total cost5,250+990+$9.90

Result

On hand

0

Free mission rewards

Login, autobattle, gold cave, sealed battle, arena, ruins, prayer, chests, boss, monsters, gem spend (excludes dice-roll missions)

150

Free daily package

1 dice/day × 28 days = 28 total

28

Selected paid packs

135

Bonus dice during play

Roll missions (~135) + score milestones (~60) + double-tile and roulette A

209

Dice strategy guide

Which tiles deserve high multipliers?

Full 24-tile expected-value table and defensive / balanced / aggressive multiplier recommendations.

How the math works

Numbers come from a 24-tile board simulation, 3,000 runs per strategy. The simulation includes roll-mission rewards (capped 70), score-milestone rewards (capped 60), and bonuses from the double-dice tile and roulette A.

  1. The sim rolls two d6 across the 24-tile loop and stores final-score statistics for starting budgets from 50 to 1500 dice in 50-dice steps.
  2. Your target score and confidence level interpolate that table to the smallest starting budget that meets the threshold.
  3. Subtract free missions (150), the daily pack (28), and any paid packs you ticked from the required start to compute the gap.
  4. Divide the gap by 178 (free dice per 28-day event) and round up to estimate how many cycles to wait.

Real runs vary by ±10% or more. For high-milestone targets, set Confidence to "Safe" and add a buffer.

How to use the planner

The Island Treasure dice event resets every 28 days, and milestone rewards scale steeply, so it pays to know in advance whether your dice will get you to the score you want. This planner runs a 24-tile simulation (3,000 iterations per strategy) and interpolates the result to give you the smallest starting dice budget that hits your target.

The "Starting dice needed" number already accounts for every bonus you collect during the run — roll-mission rewards (up to 135), point milestones (up to 60), and double-dice / roulette-A bonuses. So all you need to compare against is your externally secured dice: dice on hand + free missions (150) + the daily free pack (28) + any paid packs you tick.

Read more

Confidence picks where in the simulation distribution you measure: "Safe" hits the target even in the bottom 25% of runs (75% chance of success), "Median" gives 50%, and "Lucky" needs the run to go your way. For big-milestone targets like 100k+, prefer "Safe" and add a buffer.

Paid packs are listed cheapest-first; tick the ones you can actually afford and the result card adds them automatically. If a gap remains, the planner divides it by 178 (the free dice you can collect per 28-day event) and rounds up to tell you how many more cycles to wait.

The "Missions" button in the page header opens the full breakdown of the 12 mission groups (285 missions) so you can see which ones still have unclaimed dice waiting for you.

FAQ

QWhy is "Starting dice needed" higher than my current dice count?

The simulation runs an entire game including the bonus dice you receive from roll missions, point milestones, and the double-dice / roulette-A tiles. Even with a small starting budget you typically pick up 200–400+ extra dice along the way. The number shown is the externally-secured budget required to make all of that compound into your target score.

QWhat do "Safe / Median / Lucky" actually mean?

Across 3,000 simulated runs, Safe is the starting budget that hits the target in 75% of runs (target survives even the unluckiest quarter), Median is 50%, and Lucky is 25%. For big milestone targets, Safe is the right default.

QHow does this relate to the multiplier guide?

The three strategies (Defensive 1·2·3×, Balanced 1·3·5×, Aggressive 1·5·10×) are the same ones documented on /event/dice/guide. This planner runs them through the simulator, so the recommended multipliers are consistent across both pages.

QAre the paid pack prices accurate?

Costs are taken from the in-game package screen (gems 750, Aurora 99 / 499 / 9999). Real-money pricing for the Habby Store pack varies by country and store policy, so check the in-game purchase screen before buying.

QHow is "more cycles to wait" calculated?

The dice event resets every 28 days. Free dice per cycle = non-roll mission clears (150) + the daily pack (28) = 178. The remaining gap is divided by 178 and rounded up.