Play Predicely

How Predicely Works: the Dice Quiz, Step by Step

Predicely is a trivia game where the dice decide every round. Two dice decide how many questions you get, how hard they are and what they're worth, and a double brings something extra. Play online with 2 to 6 people, or on your own.

1A game at a glance

One player opens a table and the others join it with the table's code: 2 to 6 players. The host chooses:

Players take turns in the order they joined, the host first. On your turn you roll, and then the whole table plays the round. There's no clock on the questions: the table waits until everyone has answered. If someone drops out, play waits 30 seconds, then counts their answer as blank.

2Your roll: Open or Spotlight

Your two dice decide the round. Every one of the 36 rolls is in this chart: the number is the total, the colour is the difficulty, and each double has its own bonus (next section).

easy medium hard random An odd total (half of all rolls) is a Spotlight round, an even total an Open round.
Points for a right answerEasyMediumHard
Open, per question50100200
Spotlight150300600

Open: 3 questions, and everyone who answers a question right scores its points.

Spotlight: one question, and the roller has first claim. If the roller gets it right, they take all the points alone. If they miss, everyone else who got it right splits the points.

The category is picked at random each round (the spinning wheel just shows you which). Two of the doubles let a player choose it instead.

3Doubles

Each double comes up 1 roll in 36, and every one does something:

Wildcard. A random wildcard is drawn for the round (next section). The round itself is an Open round, with its difficulty drawn at random.

Reroll. An easy Open round, and a Reroll goes on your perk shelf: later, on one of your own rounds, you can swap a question you don't like before you answer it.

Lightning. 5 quick questions with just two answers each, worth 30 / 60 / 120. Your second right answer in a row pays ×1.25, the third and on ×1.5. A miss just resets your streak.

Wager. 5 questions. Before each one, everyone secretly bets 100, 250 or 500 points without seeing it. Right wins your bet, wrong loses it.

Architect. You choose the round's difficulty. Use it now, or save it to your perk shelf for later.

Specialist. You choose the round's category. Use it now, or save it for later.

Lightning, Wager and a wildcard round don't take their difficulty from the total: it's drawn at random, medium 50% of the time, easy 30% and hard 20%.

4Wildcards

Rolling a double 1 draws one wildcard at random. Some act at once, some change the round, some go on your perk shelf, and three turn the round into a mini-game. The ones that go on your shelf, and the Jinx, stay secret: the table only learns you drew something.

WildcardWhat it does
🦇 VampireOnly when you're in last place: you drain 5% (at least 10 points) from every player above you.
🕶️ BlackoutEvery player, you included, loses one random perk from their shelf. Queued perks are safe.
🌑 BloodmoonThis round, a wrong answer costs what a right one would have paid.
🎲 Double or NothingThis round, right answers score double. A wrong answer costs the points and freezes you out for the rest of the round.
🎯 JinxYou secretly pick a player: every right answer they give this round scores nothing.
🛡️ Ward, 🩹 Point Steal, 💰 Pickpocket, 🚫 BanishGo on your perk shelf (next section). You can draw Banish only once a game.
🔦 Alone in the DarkYou answer one question alone while everyone else bets 100, 250 or 500 on whether you'll get it right. You score what an Open question pays if you do, and each bet wins or loses its stake.
💣 Pass the BombThe bomb starts with a random player and passes down the line, the roller last. Each player gets their own yes-or-no question and 8 seconds. Get it wrong or run out of time and it goes off: you lose 200 and the round ends. If everyone gets theirs right, it fizzles and nobody scores.
🔥 Hot SeatWith 3 or more players. Everyone takes the hot seat once, the roller last: the player in the seat answers and the others bet on them, as in Alone in the Dark.

A wildcard round draws its difficulty the way Lightning and Wager do: medium 50% of the time, easy 30%, hard 20%.

5Your perk shelf

Perks you keep sit on a shelf of 3 slots under the question, and only you can see yours. A new perk on a full shelf pushes out your oldest one (a queued perk is never pushed out).

PerkWhat it doesWhen
🔄 Rerolldouble 2Swaps the question for a new one.On your own Open or Spotlight round, before you answer. Once a round.
🏗️ Architectdouble 5You pick the next round's difficulty.Queue it during a round; it fires as the next round starts, whoever rolls.
🎯 Specialistdouble 6You pick the next round's category.
🚫 BanishwildcardRemoves a category for the rest of the game (at least two always stay).Queue it; it fires before the next category is shown.
🛡️ WardwildcardBlocks everything bad aimed at you: a Bloodmoon or Double or Nothing loss, a Jinx, the Vampire, a steal, the bomb.Tap it to switch it on, for the rest of this round.
🩹 Point StealwildcardTakes 10% of the leader's score (at least 10).Queue it; it fires when the round ends.
💰 PickpocketwildcardTakes 50 points from a player you choose.

You can queue a perk during anyone's round, not only your own, but not during Lightning, Wager or a mini-game. Only one of each kind can be queued at the table at a time: first come, first served. Tap a queued perk again to cancel it.

6Catch-up

Catch-up gives the player at the bottom a way back. It needs 3 or more players, the host to leave it on, and one player alone in last place, more than 500 points behind the next player up.

At the start of an Open or Spotlight round (not a wildcard round), that player secretly picks someone above them and bets they'll get more than half of the round's questions wrong. Win the bet and you score 200 if your target was leading, 50 if they were the player just above you, and 100 otherwise. Lose it and it costs nothing. The table only hears about the bet once the round is over.

7Picture and map questions

In a few categories, the first question of an Open round (not a wildcard round) has a 25% chance to be a picture or map question instead. The round is then just that one question, worth 3 times an Open question.

A picture question shows an image above the usual answers. A map question asks you to drop a pin on the map within 20 seconds: close scores the full points, near scores 50%, and further away scores nothing. How close counts depends on the place.

8Winning, and coins

The game ends when every player has had all their turns. The highest score wins; tied players share first place.

At a free table, everyone with an account who plays to the end earns coins: 50 for each turn, plus 300 for first, 150 for second and 75 for third (in a two-player game, second gets 75), plus 10 for each Open question you got right, 20 for each Spotlight and 5 for any other.

At a stakes table, everyone's buy-in goes into a pot and the winner takes it (tied winners split it). Everyone who finishes also gets 250 coins. Guests can join free tables, but don't earn coins.

9Playing on your own

The quiz has three solo modes: the Endless Climb, the Daily Challenge, and Challenge a Friend, which turns one of your climbs into a duel.

The Endless Climb

Climb floor by floor until you run out of lives. You start with 3 and can hold up to 5. Choose Random (any category on any floor) or Focused (pick one category: even rolls keep you in it, odd rolls send you somewhere else).

You roll once per floor. Here the total doesn't set anything; what matters is:

Floors start at 5 questions and grow to 8 from floor 16. Questions are easy up to floor 3, then get harder, and they're all hard from floor 13. You have 20 seconds for each, and a wrong answer or running out of time costs a life. In a few categories, about 10% of questions are picture or map questions.

Points: 5 / 10 / 20 for an easy / medium / hard question, 10 more every five floors. They're banked only when you clear the floor, with a floor bonus (50 on floor 1, 10 more each floor, up to 300) and 200 more for a perfect floor. Lose your last life mid-floor and that floor's points are gone. With an account, every banked point is also a coin.

Mystery Pick: after each floor you clear (unless a High Stakes floor went wrong), you pick one of 3 face-down cards and get whatever it is. From floor 6, some cards are bad ones. Perks you keep go on a shelf of 3.

Good cardsWhat it does
❤️ Extra LifeOne more life, up to 5.
🩹 ResilienceFor the rest of the run, your first wrong answer on each floor costs no life.
💯 PerfectionistFor the rest of the run, a perfect floor pays double.
🪂 Safety NetOnce: a hit that would end your run leaves you on 1 life instead, but that floor fails.
🚀 Head StartEarly in a run only: jump to floor 5.
🔁 EchoA copy of the last shelf perk you picked up.
🎲 Double DownNext floor: double points.
🔥 Comeback KidNext floor: +50% points, if you lost a life on this one.
🌶️ Hot StreakNext floor: a right answer straight after another pays +25%, and from the third in a row +50%.
📈 Multiplier StackNext floor: each right answer adds +10% to the ones after it.
❄️ Difficulty FreezeNext floor stays at this floor's difficulty.
❓ Mystery FloorNext floor's category is hidden, but it pays +25%.
🛡️ Shield shelfSoaks up one wrong answer, by itself.
🔄 Second Chance shelfOne quiet retry when you answer wrong.
✂️ Fifty Fifty shelfTap “Use 50/50” to take two wrong answers off a question.
🔀 Try Again shelfAt a Mystery Pick: turn down the card you chose and pick from the other two.
Bad cards (next floor only)What it does
⚡ Lightning Floor5 seconds per question.
⏳ Shrinking ClockThe clock gets shorter question by question.
💀 Double JeopardyWrong answers cost 2 lives.
🎰 Double Or Nothing FloorDouble points, but wrong answers cost 2 lives.
🚫 No LifelinesShield, Second Chance and Fifty Fifty don't work.
🌀 RandomizeEach question can come from any category.
📉 Minimum Score FloorScore too little on the floor and you lose a life at the end of it.
👻 Category CurseFocused runs only: the floor is outside your category.

A next-floor card from a doubles bonus pick skips the floor you're about to play and starts on the one after. Using a Fifty Fifty or a Second Chance on a floor rules out its perfect-floor bonus. You can end a run whenever you like and keep your score; with an account, the end screen shows your best and your rank this month.

The Daily Challenge

One quiz a day, the same for everyone: 15 questions on the day's topic, 4 easy, 6 medium and 5 hard. Each question appears on its own, then its answers, and then you have 20 seconds.

A right answer scores 100, up to 20 more for speed, and 5 for each right answer in your current run of them, this one included, up to 3: 135 at most. Finishing earns 100 XP and 50 coins, each right answer 15 XP and 10 coins more, plus a little for speed and streaks.

You need an account, and you get one go a day. At the end you see today's leaderboard and how your friends did, and you can nudge a friend to play.

Challenge a Friend

After an Endless Climb with an account, you can challenge a friend to beat it. They play your floors exactly: your rolls, your categories and your questions, plus one extra question at the end of the last floor. They pick their own perks.

Play for nothing or put coins on it (50 to 10,000; you both stake the same). Your friend has 7 days to play and gets one try. Whoever answers more questions right wins; if that's level, the higher score wins; if that's level too, it's a draw and any stakes go back.

Play Predicely