Updated 2026-09-25
Race for Eggs Dice and Luck Guide: Multipliers and Cost per +1x
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Treat the dice table as reported rather than official
Race for Eggs has never published a dice table. The multipliers and Cash costs used on this page come from a single external outlet, which is why every row carries the label Reported. Reported means one outlet stated it and the developer has not confirmed it. If you find a different table somewhere else, we have no way to referee the disagreement.
The table is still worth publishing, because its costs form a ladder and a ladder can be read arithmetically. The useful question is not which dice has the biggest multiplier but what the next +1x of luck costs you. That figure is derived from the reported costs rather than observed in the game, so it inherits the same Reported label and the same uncertainty.
Two smaller caveats belong here. Costs are quoted in Cash only, and we have not confirmed whether any dice also requires a currency or an item the shop tile does not show. Nothing about the table has been confirmed by the developer, so treat the whole page as a working estimate to check against your own shop screen.
Read the six reported tiers in full before comparing them
The reported table lists six dice in order, each one +1x above the one before it. The full set is short enough to hold in your head, and reading it as a ladder is what makes the rest of this page possible.
The shape of that list is the whole point. The benefit rises by exactly +1x at every step, so each rung is worth the same as the last, while the price rises by a factor of millions. Rainbow is 3.5 times Golden's multiplier and 40 million times its cost. A comparison built on the multiplier alone cannot show that gap, because the multipliers are all only one apart.
The list also ends where it ends. There is no seventh entry in the reported table, so we have no basis for saying what a higher tier would cost or whether one exists. If a future update adds one, it will not appear here until an outlet reports the numbers.
- Golden — 2x luck for 2.5M Cash (Reported)
- Diamond — 3x luck for 100M Cash (Reported)
- Emerald — 4x luck for 5B Cash (Reported)
- Ruby — 5x luck for 125B Cash (Reported)
- Galaxy — 6x luck for 2.5T Cash (Reported)
- Rainbow — 7x luck for 100T Cash (Reported)
Compare the marginal +1x instead of the headline multiplier
If the reported prices are an upgrade ladder, then buying the next dice does not buy you its whole multiplier. It buys you the single +1x between it and the tier below, and the Cash you hand over is the difference between the two prices rather than the new price on its own. That difference is the marginal cost per +1x, and it is the number a purchase decision actually turns on.
Dividing a dice's total cost by its total multiplier produces a different and much less useful figure. It flatters the cheap low tiers, tells you nothing about what your next purchase costs, and changes every time you look at a different rung. It summarises the ladder; it does not price the step.
One thing the reported table does not settle is whether a multiplier is something you keep or something you roll for and may lose. We do not assume either. If a dice can be lost, the cost per +1x is really a cost per attempt, which is a materially worse number, and nothing published lets us correct for that.
Work out cost per +1x from the reported costs
Every step below is simple subtraction, because each rung adds exactly +1x. The costs are the reported figures; the differences are arithmetic performed on them.
Sorted cheapest first, the upgrade steps run: Golden to Diamond at 97.5M, Diamond to Emerald at 4.9B, Emerald to Ruby at 120B, Ruby to Galaxy at 2.375T, Galaxy to Rainbow at 97.5T. Entering the ladder at Golden is cheaper still, at 2.5M for the first +1x. The jump from the Golden step to the Emerald step is roughly fifty times the price for the same single +1x, and the final step is about forty-one times the step before it. The ladder is not smooth, and a player standing on Diamond faces a very different decision from one standing on Ruby.
There is a tidy check hiding in the numbers. The first and last steps both read 97.5, one in millions and one in trillions. 97.5T divided by 97.5M is exactly 1,000,000, so the final +1x costs one million times the first. Any figure you cannot reproduce from the six reported costs with a calculator should not be trusted, including ours.
- Entering the ladder, reaching Golden's 2x: 2.5M Cash for +1x
- Golden to Diamond: 100M minus 2.5M = 97.5M Cash for +1x
- Diamond to Emerald: 5B minus 100M = 4.9B Cash for +1x
- Emerald to Ruby: 125B minus 5B = 120B Cash for +1x
- Ruby to Galaxy: 2.5T minus 125B = 2,375B = 2.375T Cash for +1x
- Galaxy to Rainbow: 100T minus 2.5T = 97.5T Cash for +1x
Check the assumption the subtraction depends on
The arithmetic above assumes the ladder is cumulative: that owning Diamond means Emerald costs you only the difference, because the 100M you already spent counts towards it. Nothing in the reported table says that. It is an assumption about how the shop works, and if the assumption is wrong then the ranking is wrong with it.
The other reading is that each dice is a standalone purchase and you pay the full price every time. Cost per +1x measured against no dice at all then becomes: Golden 2.5M for one +1x, Diamond 50M (100M divided by 2), Emerald about 1.67B (5B divided by 3), Ruby 31.25B (125B divided by 4), Galaxy 500B (2.5T divided by 5), and Rainbow about 16.67T (100T divided by 6). That ordering differs in its early ranks, and it makes Diamond look considerably better and Emerald considerably worse.
You can settle which reading applies in about ten seconds in the shop. If the shop shows a discount or an upgrade price when you already own a lower dice, the first table is your table. If it shows the same full price whether or not you own the lower one, use the second. Until you have looked, treat both as conditional.
Turn cost per +1x into minutes at your own Cash per minute
A Cash price only means something against what you earn. Measure your own rate first: note your Cash, play one minute without doing anything unusual, note it again, and subtract. Do this with your normal pets placed, because that is the rate the ladder has to be paid out of.
Everything from here is arithmetic on that rate. Worked example, hypothetical: nothing in this paragraph is a published value. The 10M Cash per minute is an example figure chosen so the divisions are easy, and the times are only what that example rate would produce.
The specific times are disposable; the shape is not. At a fixed income the lower steps are reachable inside a session or a week and the upper steps are not reachable by normal play at all. Re-run the same division with your measured rate and today's date whenever you consider a dice, because both the rate and the reported prices move as your pets and the game change.
- Golden to Diamond step, 97.5M: about 9.75 minutes at the example rate
- Diamond to Emerald step, 4.9B: 4,900M divided by 10 ≈ 490 minutes, about 8 hours
- Emerald to Ruby step, 120B: 120,000M divided by 10 = 12,000 minutes, about 8.3 days
- Ruby to Galaxy step, 2.375T: 2,375,000M divided by 10 = 237,500 minutes, about 165 days
- Galaxy to Rainbow step, 97.5T: 97,500,000M divided by 10 = 9,750,000 minutes, roughly 18.5 years
Know what the reported table cannot tell you
The table does not say what luck does. Race for Eggs publishes no hatch odds for any egg, so nobody can tell you that a given multiplier produces a stated chance at a stated pet. The multiplier is a stat you can buy; the outcome it buys is unpublished.
Several other properties are simply not in the reported data, and any of them would change the decision:
One total is worth doing before you plan to collect the set. Summing all six reported prices gives about 102.63T Cash, and the final step alone is 97.5T of it, roughly 95% of the whole ladder. In Cash terms, buying the set is almost entirely the price of the last dice.
- Whether lower dice discount higher ones, or each is bought at full price
- Whether a luck multiplier stacks with passes, codes or Rebirth
- Whether a dice is consumed, can be lost, or is permanent once bought
- Whether any dice also requires a second currency
- Whether the table is current, since the developer publishes no dice patch notes
Verify the price in the shop before you spend
The table is reported, so the shop is the authority. Check it in this order and you will not be caught out by a price that has moved.
The game updates every Saturday according to the official description, and the developer publishes no change notes, so a dice can be repriced without any announcement we could cite. That is the argument for reading the tile rather than trusting a page, this one included.
- Open the shop and note which dice you currently own and which one is offered next.
- Read the price label on the next dice, including any second currency or requirement on the tile.
- Compare the shop price with the reported figure on this page; if they differ, the shop wins.
- Measure your Cash per minute, divide the price by it, and decide whether the wait is acceptable.
- Buy only if the wait is short relative to how long you expect to keep playing this week.
Race for Eggs guide: common questions
Are the Race for Eggs dice multipliers official? +
No. The developer has not published a dice table. The multipliers and Cash costs used here come from a single external outlet and are labelled Reported, which means stated but not confirmed. If another source prints different numbers, we cannot referee which of them is right.
Which dice is the best value in Race for Eggs? +
On the reported costs, the cheapest +1x is the Golden to Diamond step at 97.5M Cash, followed by Diamond to Emerald at 4.9B, Emerald to Ruby at 120B, Ruby to Galaxy at 2.375T and Galaxy to Rainbow at 97.5T. That is a ranking of steps by price rather than advice, and it rests on reported costs plus an assumption that the prices form a cumulative upgrade ladder.
How much does Rainbow dice cost? +
The reported figure is 100T Cash for a 7x luck multiplier. It is the top of the reported ladder and the most expensive step in it: the move from Galaxy to Rainbow accounts for 97.5T of that price for a single +1x. Treat the number as Reported, never as official.
Does luck change hatch odds in Race for Eggs? +
Nobody can say from published information. Race for Eggs publishes no hatch odds for any egg, so there is no official exchange rate between a luck multiplier and a specific outcome. A higher luck multiplier is a stat you are buying; what it does to your results is not published.
Is cost per +1x the same as cost per multiplier? +
No. Cost per multiplier divides a dice's total price by its total multiplier, which flatters the cheap tiers and ignores what you already own. Cost per +1x is the difference between the price of the next dice and the one below it, because that step is worth exactly one extra multiplier. The second number is the one that describes your next purchase.
Should I buy dice before pet slots or speed training? +
Our progression priority list puts pets and speed training first, because dice only pay off if you are hatching at volume and the reported upper steps cost far more than a session's income. If you do buy dice, buy the cheap first step and compare its price against your own measured Cash per minute rather than against the headline multiplier.