Local / Daily
5 stops5 rollsAbout 45 mi from your start
Designed for the Daily balloon. Its 50 mi daily movement budget is cumulative, so plan the complete stop order and recalculate when your real-world position changes.
Roll. Route. Repeat.
Visit assigned stops, roll two dice at every landing, and chase Bronze, Silver, or Gold. This pilot guide brings the current rules, odds, and route-planning advice together in one place.
Choose your challenge
5 stops5 rollsAbout 45 mi from your start
Designed for the Daily balloon. Its 50 mi daily movement budget is cumulative, so plan the complete stop order and recalculate when your real-world position changes.
5 cities5 rollsOne continental region
Visit all five assigned cities with the committed balloon. Compare winds, range, elapsed time, and useful overlapping objectives before choosing each leg.
10 cities10 rollsNo time limit
Complete checkpoints in any order. Intermediate stops are allowed, making wind-friendly repositioning and long-range balloons especially valuable.
Pilot guide
Every run turns a series of balloon landings into a scored journey. The destination count and medal targets depend on the kind of run you choose.
Home Skies creates five nearby stops. A Continental run assigns five cities in its named part of the world. Worldwide assigns ten cities across the globe.
Use the Daily balloon for Home Skies. For longer runs, choose a balloon with enough range for the assigned geography. Once a balloon commits to a Dice Run, only that balloon can complete the remaining checkpoints for that run.
Each required landing completes one checkpoint. Checkpoints for every type of Dice Run can be visited in any order, and intermediate landings are allowed when they improve winds, range, or positioning.
Every completed stop awards one 2d6 roll. Add both dice to the runβs score. Five-stop runs produce five rolls; Worldwide produces ten.
Your final total determines Bronze, Silver, or Gold. Complete the run even when a higher medal becomes unreachableβevery finish can advance Dice Run achievements.
The five stops are generated within about 45 mi of where the run begins. The Daily balloon has a cumulative 50 mi movement budget each day.
Dice Runs have no time limit. Visit the assigned stops at your own pace, choose any checkpoint order, and use helpful intermediate stops freely.
Different dice designs are available for purchase in the app, but they are purely cosmetic. They do not change roll probabilities, scoring, medals, or rewards.
Make every roll your own
Dice designs change the look of your rolls, not the odds. Store availability and prices can change in the app.
Run catalog
Entry costs and descriptions are loaded from the current SkyDrift Navigator Dice Run data.
Scoreboard
| Run | Bronze | Silver | Gold |
|---|---|---|---|
| Local / Continental | 10β35 | 36β41 | 42+ |
| Worldwide | 20β70 | 71β79 | 80+ |
Pace check: Continental Gold requires an average of 8.4 per stop; Worldwide Gold requires 8. The average 2d6 roll is 7, so use pace only as guidanceβnot as your exact medal probability.
Know the odds
Seven is the most common result because six different dice combinations make it. Two and twelve each have only one combination. Cosmetic dice designs use these same odds.
With a current score of S and r rolls remaining:
S + 2rS + 12rIf the highest finish is below a threshold, that medal is out of reach. If the lowest finish reaches it, that medal is guaranteed.
Check your chances
Select your run, then enter the score and number of completed stops. Results use the exact 2d6 distribution for every roll remaining.
Enter your progress to calculate the chance of finishing with each medal.
Pilot briefing
The shortest line may have a much longer ETA. Compare valid checkpoints and let the wind help choose your next destination.
Range matters most Worldwide. Continental runs can often use a mid-range balloon, while the Daily balloon is built for Local runs.
A required city may also add a country or region. A run can remain valuable even after a higher medal becomes impossible.
Update the score, medal possibilities, winds, mileage, and route options instead of staying locked to the original order.
More reasons to finish
Bronze and Silver finishes still build progress. These entries are loaded from the Navigator achievement data.
Score a gold medal on Africa Dice Run
Score a gold medal on Asia Dice Run
Score a gold medal on Europe Dice Run
Score a gold medal on North America Dice Run
Score a gold medal on South America Dice Run
Score a gold medal on Oceania Dice Run
Score a gold medal on Worldwide Dice Run
See any Dice Run through to its last stop, whatever the medal.
Roll double sixes at a dice run stop.
Finish three Dice Runs with a bronze medal.
Finish ten Dice Runs with a bronze medal.
Finish three Dice Runs with a silver medal.
Finish ten Dice Runs with a silver medal.
Collect all three Dice Run medals: bronze, silver, gold.
Finish Silver or better on all seven Dice runs.
Score gold medals on all seven Dice Runs
Dice Run mechanics can change as SkyDrift evolves. This guide reflects the currently documented player experience.