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PARADICE STRATEGY

It's not a game of luck.
It's a game of controlling RANIs.

"One more roll?" "Or stop here?" "If TIKI shows up, just laugh it off."

— A cocktail in your hand, at a beach bar on a southern island. That's PARADICE.

There's more than one right answer.

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.

CHILL

Defense

Protect the points you have. Wipe out negatives. Crucial when you're leading or sitting on 25–40 points.

GROOVE

Expected Value

The move with the highest average payoff in the long run. The default for even situations or solid play.

FEVER

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.

Three dice,
three personalities.

Each PARADICE die plays a different role. Even the same "5" means something different depending on which die it came from.

1
SAFE RANI COOLER
The 1-RANI safe die
RANI
5
10
10
15
SPECIAL
No TIKI. One RANI face.
ROLE
The defensive die. Use it to polish your score with one RANI, or to swing back to positive with two.

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

2
TIKI BOMB
The 1-RANI die with TIKI
RANI
5
10
15
TIKI
SPECIAL
One RANI, one TIKI. If TIKI lands, it's instant zero.
ROLE
A bomb. Scary to roll when you're in the plus. When you're in the minus, a TIKI zero can actually save you.

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

3
DOUBLE RANI SUNRISE
The 2-RANI die
RANI
RANI
5
10
15
SPECIAL
Two RANI faces. No TIKI.
ROLE
Reliable at 0 RANIs. Dangerous at 1. The gateway to 200 points at 2.

Your strongest ally, and your worst traitor. How you handle Die 3 says a lot about your PARADICE skill.

First, read the four states.

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.

RANI ×0

Gateway

You're at 0 points. First, create a RANI. If you have high-value icons, keep them and chase a RANI.

RANI ×1

Harvest

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

RANI ×2

The Swamp

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

RANI ×3

The Festival

200 points. Stop rolling. Give thanks to the southern island breeze.

LEVEL 01

Beginner: 5 examples

Get comfortable with the basic patterns

Beginner 01

High icons, no RANI

SITUATION
sun
flamingo15
palm10
CURRENT
0
REMAINING
1 left
RECOMMEND

Roll only Die 3

REASON

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.

CHILL

Stopping gives you 0, so there's little reason to stop.

GROOVE

Roll Die 3.

FEVER

With 2 rolls left, consider rebuilding around Die 3.

MEMO

Even with high-value icons lined up, no RANI means zero. First, get a RANI.

Beginner 02

One RANI + two high icons is a strong hand

SITUATION
RANI
flamingo15
sun
CURRENT
+35
REMAINING
1 left
RECOMMEND

Stop

REASON

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.

CHILL

Stop.

GROOVE

Stop.

FEVER

Only when you absolutely need 200, ditch the 35 and chase 3 RANIs.

MEMO

One RANI + two icons of 15+? Stop. In PARADICE, knowing when not to push is its own strength.

Beginner 03

Two RANIs: not great, but an opportunity

SITUATION
RANI
RANI
flamingo15
CURRENT
−15
REMAINING
1 left
RECOMMEND

Die 3 to attack, Die 1 to play safe

REASON

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.

SCORES IF YOU ROLL DIE 1
RANI−15
5+20
10 (×2 faces)+25
15+30
20+35
Back to plus 5/6 of the time

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.

CHILL

Roll Die 1. Wipe out the minus.

GROOVE

Depends. Want points? Die 3. Want safety? Die 1.

FEVER

Roll Die 3. Bet on the 1/3 chance at 200.

MEMO

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.

Beginner 04

When TIKI shows, the turn ends

SITUATION
sun
TIKI
RANI
CURRENT
0
REMAINING
Nothing you can do. Turn over.
No moves left. Just accept the fate.
REASON

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.

MEMO

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.

Beginner 05

Scoring with one RANI

SITUATION
RANI
pineapple5
sun
CURRENT
+25
RECOMMEND

1 left → usually stop / 2 left → depends

REASON

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.

OUTCOMES IF YOU ROLL DIE 2
TIKI shows0
RANI shows−20 (sun goes negative)
A number showsPossible upside

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.

CHILL

Stop at 25.

GROOVE

1 left → stop. 2 left → think it through.

FEVER

If 2 left and behind, roll Die 2 for the upside.

MEMO

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.

LEVEL 02

Intermediate: 5 examples

Reading expected value and probability

Intermediate 01

1 RANI + sun 20 + pineapple 5: roll Die 3?

SITUATION
RANI
sun
pineapple5
CURRENT
+25
REMAINING
1 left
RECOMMEND

Usually, stop

REASON

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."

FINAL SCORE IF YOU ROLL DIE 3
RANI−20
RANI−20
5+25
10+30
15+35
20+40
Total 90 ÷ 6 = average +15

So the average final score after rolling Die 3 is +15. Lower than the 25 you already have.

CHILL

Stop.

GROOVE

Stop.

FEVER

Only roll if you need 30+, 35+, or 40 specifically.

MEMO

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.

Intermediate 02

Same 25 points, but if the 5 is on Die 1, the story changes

SITUATION
pineapple5
RANI
sun
CURRENT
+25
RECOMMEND

1 left → lean toward stopping / 2 left → Die 1 is worth a roll

REASON

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.

WATCH THE PROBABILITY
1 roll of Die 3 — RANI shows1/3 ≈ 33%
2 rolls of Die 3 — at least one RANI≈ 55.6%
1 − (4/6 × 4/6) = 5/9

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.

CHILL

Stop at 25.

GROOVE

With 2 left, roll Die 1.

FEVER

Roll both Die 1 and Die 3 to widen the path to 3 RANIs.

MEMO

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.

Intermediate 03

If the 5 is on Die 2 with TIKI, tread very carefully

SITUATION
sun
pineapple5
RANI
CURRENT
+25
RECOMMEND

1 left → stop / 2 left → roll only after careful thought

REASON

Rolling Die 2, a sun 20 lands you at 40. Tempting. But Die 2 also has TIKI and RANI.

RESULTS IF YOU ROLL DIE 2
TIKI showsInstant 0
RANI shows−20 (sun goes negative)
A number showsPotential to grow from 25

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.

CHILL

Stop.

GROOVE

If even, stopping is fine. Rolling barely changes the EV.

FEVER

If behind, roll Die 2. Embrace the TIKI risk for upside.

MEMO

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.

Intermediate 04

No RANI, only low icons? Roll everything.

SITUATION
pineapple5
palm10
flamingo15
CURRENT
0
REMAINING
1 left
RECOMMEND

Roll all three

REASON

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.

CHILL

Roll Die 3 only — at minimum, chase a RANI.

GROOVE

Roll all three.

FEVER

Roll all three. Rebuild a strong shape.

MEMO

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."

Intermediate 05

2 RANIs, and the remaining die is Die 2 with TIKI: roll it

SITUATION
RANI
pineapple5
RANI
CURRENT
−5
REMAINING
1 left
RECOMMEND

For comeback → Die 2 / For safe minus erasure → Die 1

REASON

Stopping locks in −5. If you roll Die 2:

RESULTS IF YOU ROLL DIE 2
RANI shows3 RANIs = 200
TIKI shows0 (saved!)
A number showsStill negative

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.

CHILL

Roll Die 1. Aim for a plus recovery.

GROOVE

Roll Die 2. Higher EV.

FEVER

Roll Die 2. Chase the 3-RANI 200.

MEMO

TIKI destroys positive scores. But it sometimes rescues you from negatives. The same TIKI, completely different meaning depending on context. Very PARADICE.

LEVEL 03

Expert: 5 examples

Beyond expected value: looking at win rate

Expert 01

From 25 points: attack or defend?

SITUATION
RANI
sun
pineapple5
CURRENT
+25
REMAINING
2 left
RECOMMEND

Defend → stop / Attack → roll both Die 2 and Die 3

REASON

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.

EXPECTED VALUE OF ATTACKING
EV of rolling Die 2 + Die 3≈ +34.7
Current score+25
Attacking wins on EV

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.

CHILL

Stop. Protect the 25.

GROOVE

Roll Die 2 + Die 3. Take the EV.

FEVER

Roll Die 2 + Die 3. Widen the gateway to 200.

MEMO

With 2 rolls left, the game changes significantly. Roll 1 is exploration, roll 2 is recovery. With only 1 left, this strategy weakens dramatically.

Expert 02

Chasing 3 RANIs — if the last die is Die 3 (2-RANI), roll it?

SITUATION
RANI
RANI
palm10
CURRENT
−10
REMAINING
1 left
RECOMMEND

Roll, hard

REASON

Die 3 has two RANI faces. That means a single roll has a 1/3 chance of completing 3 RANIs = 200 points.

FINAL SCORE IF YOU ROLL DIE 3
RANI+200
RANI+200
5−5
10−10
15−15
20−20
Final score avg ≈ +58.3

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.

CHILL

Depending on context, rolling Die 1 or Die 2 to recover to plus is an option.

GROOVE

Roll Die 3.

FEVER

Roll Die 3. Go for 200.

MEMO

"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.

Expert 03

Chasing 3 RANIs: success rate depends on which RANI you already have

THEME

When chasing 3 RANIs from a 1-RANI position, your success rate depends on which die already shows RANI.

CASE A — RANI is on Die 2
sun
RANI
sun
Roll Die 1 + Die 3
3-RANI success ≈ 17.0%
CASE B — RANI is on Die 1
RANI
sun
sun
Roll Die 2 + Die 3
3-RANI success ≈ 15.4%
CASE C — RANI is on Die 3
sun
sun
RANI
Roll Die 1 + Die 2
3-RANI success ≈ 8.5%
CONCLUSION

Die 3 is stronger when you're about to roll for a RANI than when one is already locked in.

CHILL

Protect the points you have.

GROOVE

Look at which die holds the RANI and judge how viable the 3-RANI path is.

FEVER

If Die 3 is still rollable, push hard for 3 RANIs.

MEMO

Don't just count RANIslook at which die each RANI sits on. Once you can do this, you're playing like an expert.

Expert 04

Decide by target score, not expected value

SITUATION
RANI
sun
pineapple5
CURRENT
+25
REMAINING
1 left
RECOMMEND

Default → stop / If you need a target → roll

REASON

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.

SCORES IF YOU ROLL DIE 3
RANI−20
RANI−20
5+25
10+30
15+35
20+40
SUCCESS RATE BY TARGET
Need 30+3/6 = 50%
Need 401/6 ≈ 17%
25 is enoughDon't roll
CHILL

Stop.

GROOVE

Stop. EV says it's a loss.

FEVER

Roll if you have a target.

MEMO

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.

Expert 05

40 points is strong. Don't get greedy.

SITUATION
RANI
sun
sun
CURRENT
+40
REMAINING
2 left
RECOMMEND

Usually, stop

REASON

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.

EXPECTED VALUE COMPARISON
Attack: roll Die 2 + Die 3≈ +34.7
Now+40
Defense has higher EV

That said: if the endgame requires 200 to win, roll. Here, protecting 40 has no meaning, because 40 isn't enough to win.

CHILL

Stop. Protect the 40.

GROOVE

Stop. Defense wins on EV too.

FEVER

If 200 is needed, roll Die 2 + Die 3.

MEMO

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.

Five questions to ask in the moment.

When you're stuck mid-play, ask yourself these five in order.

Q1.How many RANIs right now?

0 RANIFirst, make a gateway
1 RANIYou're in the harvest state
2 RANIThe swamp. Avoid the minus or chase 200
3 RANIThe festival. Stop

Q2.Which die are you rolling?

1 SAFESafe. Polish scores. Erase minuses
2 BOMBThe bomb. TIKI risk. Salvation when in minus
3 SUNRISEThe RANI star. Strong at 0/2 RANIs, risky at 1

Q3.How many rolls left?

1 LEFTNo recovery if it fails. Lean toward stopping if current is good
2 LEFTFirst explores, second recovers. Slightly risky attacks become viable

Q4.How is the match going?

LEADFavor CHILL. Avoid accidents
EVENFavor GROOVE. Balance EV and stability
BEHINDConsider FEVER. Work back from the target score

Q5.Is TIKI friend or foe?

PLUSFoe. Instant zero on appearance
MINUSSometimes a friend. TIKI's 0 can beat ending in minus

Strategy guide summary

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.

And above all, PARADICE is meant to be tropical. When TIKI shows up, laugh. When 200 lands, raise a glass. When in doubt, feel the southern island breeze, and think it through one more time. — THAT'S PARADICE —