What changed for dice rerolls in 1.6
The official 1.6 notes say repeated rerolls of the same die were adjusted so that showing the same number three or more times in a row is less likely.
This is a probability reduction, not a hard ban. A third identical result can still occur, and the developer did not publish an exact distribution or an optimal number of rerolls.

How skull refreshes differ
A skull-choice refresh changes the temporary offer pool rather than a die result. Under the published 1.4 rule, a skipped skull type enters a temporary exclusion list across blue, red, purple, and yellow variants.
Skull types already owned do not enter that list. When the pool outside the list is exhausted, the temporary exclusion list clears.
| Action or state | Published effect |
|---|---|
| Reroll a die | Uses the 1.6 repeated-result rule |
| Skip a skull type during a refresh | Temporarily excludes that type across colors |
| Already own the skull type | Does not add that type to the temporary exclusion list |
| Pool outside the list is exhausted | Clears the temporary exclusion list |
Check the preview before another reroll
Hold Play Hand to inspect the score preview. In 1.6, when the score-preview prompt is showing, reroll or hold the button to view the preview before playing the hand. This conditional prompt does not mean every hand always requires a preview.
Check the actual hand condition before spending another reroll. High Die, for example, requires both a 1 and a 6; one high die alone does not guarantee that hand. The exact preview fields, final-score agreement, and an optimal keep strategy remain unverified.
Check the High Die 1-and-6 requirement

