Red / Blue Ball Bonus
Dice from Gold, Emerald and Ruby bins open a two-phase skill bonus: stop 5 dice for multiplied balls, then time the portal over 9 multiplier bins. 3 runs per colour per day.
Overview
The Red Ball Bonus and its rarer sibling the Blue Ball Bonus are skill minigames that pay balls. A landing in a Gold, Emerald or Ruby bin can drop a die; tap it to roll, and a top face (a 6 on a red die, an 8 on a blue one) opens the bonus board. There you stop 5 spinning dice to build a stack of multiplied balls, then time a sweeping portal to drop them over 9 multiplier bins.
Red dice start dropping at Marquee 6★ (Bonus Map (Red Balls)); blue dice need Marquee 50★ (Blue Dice (1-8)) as well. The Marquee calls this board the Bonus Map.
Getting a die
Dice drop as one of the bin's reward slots, so the chance is per landing in that bin (portal hops and split balls never roll them). Higher bins hand out dice that are both more common and loaded toward the winning face — a Ruby red die only rolls 4–6. Chances vary slightly by world because each world tunes its bins.
| Die | Bin | W1 Classic | W2 Aurora | W3 Flora | W4 Maelstrom | Faces | Roll the top face |
|---|---|---|---|---|---|---|---|
| 0.162% (1 in 619) | 0.173% (1 in 579) | 0.21% (1 in 476) | 0.199% (1 in 503) | 1–6 | 16.7% (1 in 6) (a 6) | ||
| 0.335% (1 in 299) | 0.335% (1 in 299) | 0.321% (1 in 312) | 0.298% (1 in 335) | 2–6 | 20% (1 in 5) (a 6) | ||
| 0.62% (1 in 161) | 0.62% (1 in 161) | 0.549% (1 in 182) | 0.493% (1 in 203) | 4–6 | 33.3% (1 in 3) (a 6) | ||
| 0.0323% (1 in 3,094) | 0.0345% (1 in 2,895) | 0.042% (1 in 2,382) | 0.0398% (1 in 2,513) | 1–8 | 12.5% (1 in 8) (a 8) | ||
| 0.0669% (1 in 1,494) | 0.0669% (1 in 1,494) | 0.0641% (1 in 1,559) | 0.0597% (1 in 1,676) | 2–8 | 14.3% (1 in 7) (a 8) | ||
| 0.124% (1 in 806) | 0.124% (1 in 806) | 0.11% (1 in 911) | 0.0986% (1 in 1,014) | 4–8 | 20% (1 in 5) (a 8) |
A colour that has already used its 3 runs today stops dropping entirely until the daily reset — its weight goes back to the other rewards.
Boosting die drops
| Source | Effect |
|---|---|
| 1★ Red Dice Chance — Red Dice drop more often from bucket rewards (Red Dice only). +0.00% at Lv 1 → +50% at Lv 100. | |
| Pet item: +3% red-dice drop weight per equipped copy (diminishing when stacked). |
Rolling the die
- A dropped die waits on the board with TAP TO ROLL and its range (e.g.
RANGE 4–6 · ROLL A 6 FOR BONUS). Dice you don't tap are still banked — you can roll them later. - The roll is fair within the die's range. Only the top face wins: a 6 for red, an 8 for blue. A win banks one entry to the bonus.
- Each colour allows 3 runs per day (UTC), counted separately. When a colour is spent you'll see "Bonus 3/3 today — more tomorrow!"
- Two entries skip both the die and the daily cap: your first-ever run, and the Daily Bonus Map Run from Marquee 12★ (Daily Bonus Map Run) — see Bonus Map.
Phase 1 — Roll for balls
Every run starts with 10 ×1 balls. Then 5 dice spin one at a time; tap to stop each. Die N's face is how many ×N balls you add — die 1 adds ×1 balls, die 5 adds ×5 balls. The faces cycle in order (1 → 2 → … → 6 → 1 for red, up to 8 for blue) and each die cycles faster than the last, so timing is the skill: the last die is the most valuable and the hardest to hit. Nothing is picked for you — a die spins until you tap.
| Die | Ball value | Red: time per face | Blue: time per face | Max from this die (red / blue) |
|---|---|---|---|---|
| Die 1 | ×1 | 245 ms (1.47 s per cycle) | 215 ms (1.72 s per cycle) | 6 / 8 ball-units |
| Die 2 | ×2 | 175 ms (1.05 s per cycle) | 150 ms (1.2 s per cycle) | 12 / 16 ball-units |
| Die 3 | ×3 | 122 ms (0.73 s per cycle) | 108 ms (0.86 s per cycle) | 18 / 24 ball-units |
| Die 4 | ×4 | 84 ms (0.5 s per cycle) | 74 ms (0.59 s per cycle) | 24 / 32 ball-units |
| Die 5 | ×5 | 58 ms (0.35 s per cycle) | 52 ms (0.42 s per cycle) | 30 / 40 ball-units |
Phase 2 — The drop
A portal sweeps left and right across the top of the board at 860 px/s; tap to stop it where you want to drop. Your balls then stream out lowest value first (a crescendo) and each one random-walks 8 peg rows, shifting half a bin per row, into one of 9 bins.
The bins always hold the same set — ×1 · ×1 · ×2 · ×2 · ×3 · ×5 · ×5 · ×10 · ×20 — shuffled for every bonus. The ×20 and ×10 bins are never side by side, and the ×20 never sits in the same slot two bonuses in a row.
| Bin | Count | Share of bins | Red: ×1 ball / ×5 ball pays | Blue: ×1 ball / ×5 ball pays |
|---|---|---|---|---|
| ×1 | 2 | 22.2% | 1 / 4 | 1 / 6 |
| ×2 | 2 | 22.2% | 2 / 8 | 3 / 13 |
| ×3 | 1 | 11.1% | 2 / 12 | 4 / 19 |
| ×5 | 2 | 22.2% | 4 / 20 | 6 / 32 |
| ×10 | 1 | 11.1% | 8 / 40 | 13 / 64 |
| ×20 | 1 | 11.1% | 16 / 80 | 26 / 128 |
- Per ball
- round(ball value × bin multiplier × 0.8) balls for red, × 1.28 for blue
- Best single ball
- ×5 ball in the ×20 bin = 80 (red) / 128 (blue) balls
- Aim
- with 8 rows of ±½-bin drift a ball lands within one bin of your drop point about 71.1% of the time
What a run pays
Every ball's payout is added into a pending pot and the summary screen's CLAIM pays it into your launch balls. Claim before starting anything else: arming a new run forfeits an unclaimed pot. A run you abandon is auto-resolved after 15m (remaining dice rolled at random, a centre drop) and still banked.
"Ball-units" below is the sum of every ball's multiplier — 10 base + die faces × their multipliers. "Typical" assumes average dice and a perfect drop on the best spot of the layout (expected bin multiplier ≈ ×9.36, computed over every legal layout).
| Colour | Ball value | Ball-units (min / average / max) | Typical run | Maximum possible |
|---|---|---|---|---|
| 0.8 | 25 / 62.5 / 100 | ≈ 468 balls | 1,600 balls | |
| 1.28 | 25 / 77.5 / 130 | ≈ 929 balls | 3,328 balls |
Carnival Phoenix runs
An equipped Carnival Phoenix changes red runs only:
- 2★ Extra Balls — +10 extra ×1 balls seeded into every run (20 base instead of 10).
- 3★ Blazing Bin — one ×1 bin becomes a ×50 bin. With perfect aim the expected bin multiplier rises to ≈ ×21.37, a typical run to ≈ 1,240 balls, and the maximum to 4,400.
Trophies
| Trophy | How to earn it | id | |
|---|---|---|---|
| Dice Roller | Roll the Red Dice 100 times. | milestone_dice_100 |
Tips
- Dice 1 and 2 are slow enough to hit on purpose — always aim for a 6. Dice 4 and 5 are near-random for most players, but a lucky high face there is worth the most.
- Watch the layout before you drop: the ×20 bin moves every bonus, and the ×20/×10 pair is guaranteed not to be adjacent, so there's always one clear best spot.
- Ruby-bin dice are the best dice in the game: 1 in 3 rolls a 6. Farming Ruby landings farms bonus entries.
- The 3-per-colour cap is the real limiter, not the drop rate — spare dice are never wasted, they just wait for tomorrow.
See also
- Bonus Map — The Marquee name for the dice bonus board, plus the once-a-day free Bonus Map run.
- Bucket Rates — Every reward, amount and chance for every bin in every world — coins, gold balls, gems, balls, portals, dice, sticker packs, time candy and pet cards.
- Carnival Phoenix — Carnival Phoenix — legendary limited pet. Red Dice spawns + a supercharged Red Ball Bonus.
- Pet Items — Every wearable pet item — effect, rarity, stacking maths, salvage value — plus the slot rules, the never-travels-with-trades law and the Ball Rush drop odds at every stake.
- The Marquee — The 100-milestone Renown ladder — every feature unlock, stat boost and capacity row, the stars each one needs and how they stack.