The rules

Every colour once. Every number once. The rest is collecting.

The supply

  • Every die has a unique sequential number. Number 1 is first, then 2, and so on. Once a number is rolled, nobody else can ever roll it.
  • Every die also has a unique 24-bit RGB colour. No two dice share an exact colour. There are 16,777,216 possible colours, and that is the hard cap on how many dice can ever exist.
  • When a colour or a culturally famous number is rolled, the global achievement for it is claimed forever by that roller. There is no second chance.

Rolling

  • New accounts start with a free roll balance. After that, packs are bought — $1 per roll.
  • A roll spends one balance credit, reserves the next unused number and an unused colour, then generates the image in the background.
  • Personal achievements (patterns, doubles, collection milestones) are earned by the original roller and stay with them even if the die is later swapped or sold.

Images & verification

  • The PNG is immutable once uploaded. Number, faces, colour, original username and timestamp are written into the pixels themselves, not just the database.
  • Anyone can upload a file on the Verify page. If the pixels decode and the file hash matches, it's a real die. Re-saving or editing the image breaks that check on purpose.

Swaps

  • You can propose a swap to another collector by username, or target a specific number they own. The offered die is locked until the request resolves.
  • The recipient can have at most a few incoming requests at a time. A pending request that nobody answers expires after 3 days and unlocks the die.
  • Once accepted, the original requester pays a $1 platform fee (roll balance or card). Then the two dice change owners.

Marketplace

  • List a die for XP — Buy Now, a reserve for offers, or both. A listed die is locked the same way a swap-locked die is.
  • Open listings last 7 days, then expire with no XP moving.
  • The buyer pays the XP price to the seller plus a $1 platform fee. First successful transaction wins if Buy Now and an accept land at the same instant.

XP, levels, streaks

  • XP comes from rolls, achievements, swaps you initiate, referrals that convert, and login / roll streaks. Level is just a cache of total XP, capped at 21.
  • Marketplace sales move XP from buyer to seller. Spending enough XP can drop a level.

Referrals & blocking

  • Every account has a permanent /r/<code> link. The referrer gets bonus XP when the referred person makes their first roll purchase.
  • Blocking someone declines any open swaps between you and unlocks the dice. They can't send you a new request while the block stands.