— A cocktail in your hand, at a beach bar on a southern island. That's PARADICE.
In PARADICE, decisions usually fall into three categories. Even in the same situation, the right move to defend, the right move to maximize expected value, and the right move to come back from behind are all different. That's why this guide breaks every choice into three axes.
Defense
Protect the points you have. Wipe out negatives. Crucial when you're leading or sitting on 25–40 points.
Expected Value
The move with the highest average payoff in the long run. The default for even situations or solid play.
Comeback
Going for the big hit over the average. For when you're behind, when you need 200, or when you want to make the table roar.
Each PARADICE die plays a different role. Even the same "5" means something different depending on which die it came from.

5
10
10
15
Modest dreams, but few accidents. In beach bar terms, it's the smooth, easy-drinking cocktail.

5
10
15

A devil from the positive side. A savior from the negative. The same TIKI flips meaning depending on where you stand.


5
10
15
Your strongest ally, and your worst traitor. How you handle Die 3 says a lot about your PARADICE skill.
How good a position is comes down first to how many RANIs are showing. Zero, one, two, or three. Each state has a name that fits.
You're at 0 points. First, create a RANI. If you have high-value icons, keep them and chase a RANI.

The standard scoring state. The other two icons sum into your score. Two icons of 15+ each means a strong position.


The remaining icon becomes a negative. But you're one RANI away from 200 points. Stop, push, or recover?



200 points. Stop rolling. Give thanks to the southern island breeze.
Get comfortable with the basic patterns



Roll only Die 3
It looks like 45 points, but with no RANI showing, you're actually at 0. In PARADICE, high-value icons without a RANI score nothing.
Die 3 has two RANI faces. That means a single roll has a 1/3 chance to land a RANI. If it does, Die 1 (20) + Die 2 (15) = 35 points.
Stopping gives you 0, so there's little reason to stop.
Roll Die 3.
With 2 rolls left, consider rebuilding around Die 3.
Even with high-value icons lined up, no RANI means zero. First, get a RANI.



Stop
With one RANI, the other two icons sum to your score. 15 + 20 = 35.
35 is a strong score. Rolling Die 2 or Die 3 risks landing a second RANI, dropping you into negatives. Rolling Die 2 also brings the TIKI instant-zero risk.
Stop.
Stop.
Only when you absolutely need 200, ditch the 35 and chase 3 RANIs.
One RANI + two icons of 15+? Stop. In PARADICE, knowing when not to push is its own strength.



Die 3 to attack, Die 1 to play safe
Stopping locks in −15. Two RANIs isn't a scoring state — it's a deficit state.
Rolling Die 3, with its two RANI faces, gives a 1/3 chance of completing 3 RANIs for 200 points. A big swing. But if a number lands, you stay negative. "1/3 for 200, 2/3 still suffering" — a FEVER-leaning play.
Alternatively, roll Die 1. It has only one RANI face and five number faces. If a number lands, RANIs drop to just Die 2 — one RANI — and Die 1's number + Die 3's 15 brings you back to plus.
So Die 1 is a solid play that recovers to plus 5/6 of the time. The 200-point dream fades, but minus avoidance is strong.
Roll Die 1. Wipe out the minus.
Depends. Want points? Die 3. Want safety? Die 1.
Roll Die 3. Bet on the 1/3 chance at 200.
Two RANIs means "one more for 200" — an opportunity. But Die 3 isn't always the answer. Die 3 to gamble, Die 1 to play safe.



The moment TIKI appears, you're at 0, no matter what else you rolled. A 20-point sun? A RANI? Doesn't matter. The black TIKI ends the turn.
Whenever you roll Die 2, keep that one TIKI face in mind. TIKI is like a fickle southern-island god. If it shows up, laugh. Then move on to the next turn.



1 left → usually stop / 2 left → depends
RANI itself has no point value. With one RANI, the other two dice sum: 5 + 20 = 25. Not bad. Memorize this: "25 is a stop-worthy score."
But with 2 rolls left, things shift. Rolling Die 2's pineapple-5 could grow to 15 or 20. Then again, Die 2 also has TIKI and RANI.
So rolling Die 2 with only 1 left is quite risky. With 2 left, you can recover from a bad first roll on the second, so attacking is reasonable when you're behind.
Stop at 25.
1 left → stop. 2 left → think it through.
If 2 left and behind, roll Die 2 for the upside.
RANI isn't the score itself — it's the key that unlocks scoring. 25 is the perfect score to practice the stop-or-go decision.
Reading expected value and probability



Usually, stop
Rolling Die 3, a number grows your score. If the sun 20 lands on Die 3, 20 + 20 = 40. Very strong.
But Die 3 has two RANI faces. A RANI here puts you at 2 RANIs, and Die 2's sun 20 flips into a negative: −20.
What matters here isn't "the average face value of Die 3 is 15." What you need to look at is "the average final score after rolling Die 3."
So the average final score after rolling Die 3 is +15. Lower than the 25 you already have.
Stop.
Stop.
Only roll if you need 30+, 35+, or 40 specifically.
Don't just think "the sun is strong." Look at "how far you fall if a RANI shows." Die 3 especially loves to betray you in the 1-RANI state.



1 left → lean toward stopping / 2 left → Die 1 is worth a roll
Die 1 has no TIKI. Just one RANI face. So it's easier to polish your score safely than with Die 3.
If you roll Die 1 once and a RANI appears, you hit 2 RANIs and get squeezed temporarily. But with 2 rolls left, you can still chase 3 RANIs by rolling Die 3 next.
That said, situations where you can roll Die 3 twice aren't common. Same act of "rerolling a 5," but the 5 on Die 1 is safe to polish, while the 5 on Die 3 carries serious 2-RANI risk. Once you start seeing this distinction, PARADICE gets really interesting.
Stop at 25.
With 2 left, roll Die 1.
Roll both Die 1 and Die 3 to widen the path to 3 RANIs.
The same "rerolling a 5" carries different meaning on Die 1 vs. Die 3.
Die 1's 5 — safe to polish.
Die 3's 5 — heavy 2-RANI risk.



1 left → stop / 2 left → roll only after careful thought
Rolling Die 2, a sun 20 lands you at 40. Tempting. But Die 2 also has TIKI and RANI.
With 1 roll left, there's no recovery if it goes wrong. So stop is the default. With 2 left, you can reassess after rolling Die 2. Even so, the best path of rolling only Die 2 has an EV of about +25.6. Basically a wash.
Stop.
If even, stopping is fine. Rolling barely changes the EV.
If behind, roll Die 2. Embrace the TIKI risk for upside.
Die 2 isn't the die you roll "to bump things up a little." It shines for comebacks or minus avoidance. Living up to its name TIKI Bomb, handling it takes nerve.



Roll all three
No RANI means you're at 0. Even if you roll Die 3 alone and land a RANI, the resulting score isn't strong: Die 1 (5) + Die 2 (10) = 15. Not much.
When everything is low-value, rebuilding the whole hand is worth it. If there's nothing high-value to keep, roll everything and wait for a new wave.
Roll Die 3 only — at minimum, chase a RANI.
Roll all three.
Roll all three. Rebuild a strong shape.
With no RANI: keep the high-value icons if they're there; reroll everything if they're not. Don't ask "what to keep" — ask "is there anything worth keeping."



For comeback → Die 2 / For safe minus erasure → Die 1
Stopping locks in −5. If you roll Die 2:
In this spot, TIKI's 0 is actually better than −5. The TIKI you normally fear becomes your savior.
That said, rolling Die 1 is a strong option too. Die 1 has no TIKI. If a number lands, RANIs drop to just Die 3, and Die 1's number + Die 2's 5 brings you back to plus 5/6 of the time.
Roll Die 1. Aim for a plus recovery.
Roll Die 2. Higher EV.
Roll Die 2. Chase the 3-RANI 200.
TIKI destroys positive scores. But it sometimes rescues you from negatives. The same TIKI, completely different meaning depending on context. Very PARADICE.
Beyond expected value: looking at win rate



Defend → stop / Attack → roll both Die 2 and Die 3
With 2 rolls left, you can use the first to explore, the second to recover. So plays that are too risky with 1 left can become viable with 2.
Rolling Die 2 + Die 3 — if both land RANIs, you get 3 RANIs and 200 points. If only one lands, you can still pivot with the remaining roll to chase the third or play safe.
But rolling Die 2 means risking TIKI instant-zero. You also temporarily give up the sun 20 you already have. Mentally, this is an aggressive play.
Stop. Protect the 25.
Roll Die 2 + Die 3. Take the EV.
Roll Die 2 + Die 3. Widen the gateway to 200.
With 2 rolls left, the game changes significantly. Roll 1 is exploration, roll 2 is recovery. With only 1 left, this strategy weakens dramatically.



Roll, hard
Die 3 has two RANI faces. That means a single roll has a 1/3 chance of completing 3 RANIs = 200 points.
Stopping locks in −10, so the case for rolling is strong. With 2 left, rolling Die 3 twice gives a ≈55.6% chance of at least one RANI. There's almost no reason to stop.
Depending on context, rolling Die 1 or Die 2 to recover to plus is an option.
Roll Die 3.
Roll Die 3. Go for 200.
"2 RANIs with a deficit" is a huge opportunity if Die 3 is still in play. At the bottom of the swamp, there's a 200-point pearl.
When chasing 3 RANIs from a 1-RANI position, your success rate depends on which die already shows RANI.









Die 3 is stronger when you're about to roll for a RANI than when one is already locked in.
Protect the points you have.
Look at which die holds the RANI and judge how viable the 3-RANI path is.
If Die 3 is still rollable, push hard for 3 RANIs.
Don't just count RANIs — look at which die each RANI sits on. Once you can do this, you're playing like an expert.



Default → stop / If you need a target → roll
Default thinking: stop. The final-score average after rolling Die 3 is about +15, so EV-wise it's a loss.
But what if you need 30 or more? Then rolling Die 3 has value.
Stop.
Stop. EV says it's a loss.
Roll if you have a target.
The right move on average and the right move to win aren't the same.
Leading: avoid disasters over chasing EV.
Behind: chase target scores over averages.
Endgame: look at win rate over EV.



Usually, stop
40 is near the upper limit of a regular 1-RANI score. The only way up from here is going for the 3-RANI 200.
You could attack by rolling Die 2 + Die 3 to chase 3 RANIs. But that means temporarily giving up your 40. Rolling Die 2 also brings TIKI instant-zero risk.
That said: if the endgame requires 200 to win, roll. Here, protecting 40 has no meaning, because 40 isn't enough to win.
Stop. Protect the 40.
Stop. Defense wins on EV too.
If 200 is needed, roll Die 2 + Die 3.
Trying to push a high score even higher often lowers EV. Separate the scores you defend from the ones you ditch to chase something bigger. Protecting 40 isn't timid. It's CHILL for the win.
When you're stuck mid-play, ask yourself these five in order.
Q1.How many RANIs right now?
Q2.Which die are you rolling?
Q3.How many rolls left?
Q4.How is the match going?
Q5.Is TIKI friend or foe?
PARADICE isn't a game of luck.
It's a game of controlling RANIs.
But probability alone isn't enough.
Even in the same situation, the right move to defend, the right move to maximize expected value,
and the right move to come back are all different.
Die 1 is the die for chill defense.
Die 2 is the bomb that dances with TIKI.
Die 3 is the sunrise that calls the wave of RANIs.
0 RANIs is the gateway. 1 RANI is the harvest.
2 RANIs is the swamp. 3 RANIs is the festival.