Home › Attack & Defence
Attacks and raids are where Dice Dreams players actually interact, and they look random — you land on a symbol or you don't. But the players who come out ahead on both sides of a raid aren't luckier, they just make two decisions better: which targets to hit, and when to spend a shield. This guide covers both.
When your roll lands on attack spaces, you get to hit another player's castle for coins and event points. The payoff is not flat — it depends on how completely you clear the target.
Destroying a target fully (all three "hits" or the maximum on the current layout) returns a much bigger reward than one or two partial strikes. Choosing a target you can actually finish matters more than picking the biggest pile — an unfinished big target is worth less than a fully destroyed small one.
Outside events, attacking is a useful coin top-up. During an attack-boost event, the same hits are worth multiples, which is when a stacked dice reserve genuinely converts into value. Time deliberate attack sessions into those windows (see events guide).
Players further along the map tend to hold more coins and have more to destroy, so active, advanced friends are usually the best-value targets. But they may also have shields up — check before you commit rolls.
Your coin pile is raidable while you are away, and shields only help if you spend them on purpose. The two rules below stop most of what you lose.
Unspent coins are the thing a raider takes; built structures are much less exposed. If you cannot shield, turn cash into a castle upgrade before closing the app. Losing a little value to an early build beats losing the whole pile to a raid.
Activate a shield before sleep or a workday — when you can't respond. A shield spent while you are actively playing is wasted, because you can defend yourself in that session anyway.
After a strong attack, you are more likely to draw attention back to your own pile. If your shields are down after a big hit, spend what you gained quickly rather than leaving it sitting.
Low-cost upgrades close off easy raid value. Clearing them means a partial raid cannot take a large bite out of your progress.
Because you are a visible easy target: a big coin pile, no shield, a well-built castle. Attackers pick from random opponents and there is nothing personal in it. The fix is entirely on your side — keep the pile converted into buildings, shield before going offline, and stop leaving a large amount of loose cash at the end of a session. Within a week of that habit you will notice far fewer painful raids.
Every attack costs a roll that could have gone elsewhere, so aim with the same care as the rest of your spending. Big visible piles beat small ones, obviously — but a successful hit on a well-defended neighbour during an attack-count event is often worth more in points than the raw coins, and a raid during a coin-boost window doubles the take. When the bet is low and rolls are plentiful, take the fun target; when dice are tight, only swing at piles that clear a real chunk of a build.