Changelog

What changed in Raredle, and the day it took effect. Rolls are dated too, so you can tell which side of a change any roll of yours fell on.

Day 3

Badges now say how often they have actually landed, and any roll can be watched

Every badge in your collection carries a second figure. The first is what it always was, how many of the 460,800 possible rolls match it, which is a fact about six dice and never changes. The second is how often it has actually landed across every roll ever made here, and it moves on its own as people play. A badge marked "never" has not been rolled by anybody yet.

It is counted in rolls rather than in players so that the two figures can be read against each other: a badge matching one roll in a hundred should turn up in about one roll in a hundred, and now you can check that yourself. It changes nothing. No badge is worth more or less because of how often it has landed, no score moved, and nothing in your collection was added or taken away.

Profiles now draw the last thirty days of EP as a curve, with the median roll of each day behind it as a dashed line. A day you did not claim breaks the line rather than being drawn across, because there is no score to draw there. The median is there to say whether a day was a good one or an ordinary one; nobody is ranked on it and it appears on no board.

And any roll page can now play its reveal. Open a roll, yours or somebody else's, and press "Watch it land" to see those six dice thrown one at a time with the badges dealt as they become certain. Nothing is re-rolled and nothing is re-scored: the faces were fixed by the day secret before anybody pressed anything, and this is a recording of them arriving.

The throw itself was fixed while that was being built. The dice were being spawned inside the back wall of the table, so what actually launched them was the physics engine pushing them back out rather than the throw, and the result came in at 63 degrees from horizontal: a drop, not a throw. They now come in low, fast and tumbling forward, at 40 degrees, and they cross twice as much table before they stop. This changes how the roll looks and nothing else. The dice have always landed on the faces the day secret chose, and every closed day is still yours to recompute on the fairness page.

Day 3

Every badge now pays its rarity, and your old scores were recalculated to match

EP has been rescored. Every roll ever made, including yours, was recomputed under a new formula and its number changed. Your dice and your badges are untouched, and nothing moved in or out of your collection. Only what each badge is worth changed, and every roll in the game was put back through it so that a score from the first day and a score from today still mean the same thing.

The problem was a constant. Two thirds of an ordinary roll's EP was a flat 6,000 that all 460,800 possible rolls earned identically. The six per-die badges, the ones that say things like "the d12 shows 9", always have exactly one member firing no matter what you roll, so they paid the same 6,000 whether you rolled six ones or nothing at all. That fixed lump squashed everything together: 62.6% of all possible rolls landed within one and a half times the lowest score in the game, so the number on your card barely moved from day to day.

A badge's worth now climbs much faster as the badge gets rarer, so a rare one counts for far more than it did and a common one for far less. The six per-die families are paid a twelfth of what the other badges get. They still pay something, because a badge showing no number reads as a badge that did not count, but they no longer drown out the badges that describe your roll.

The lowest possible roll is now worth 9,993 instead of 6,440, an ordinary day is around 49,921 instead of 8,989, and the rarest roll in the game is 9,819,430. Nearly every roll gained: of the 460,800 possible outcomes, 460,791 are worth more than they were, and the nine that are worth less were the ones previously paid over eleven million for a single pattern.

The tier ladder moved with it, because it had to. D used to be the bottom half of every roll ever made and C the quarter above that, so three quarters of all rolls sat on the two lowest rungs of a seven-rung ladder. D is now the bottom 15%, and the middle rungs hold most of the field. Some rolls therefore changed tier in both directions, and a few gained EP while dropping a rung, because a rung is a position among all possible rolls and not a score.

How the dice are chosen has not changed at all. The day secret, the derivation and the published proof are exactly as they were, and every closed day is still verifiable against its secret. Only the scoring of an already-determined roll was retuned.

The scoring formula in full, with the fairness proof, is on how the dice are fair .