A reroll needs a target
The official description frames rerolls as a limited resource used to chase more valuable hands. The practical mistake is rolling unwanted dice without first deciding what result would count as success.
Read the current pattern and select one realistic upgrade. A pair may grow into a stronger repeated-value hand; a run of neighboring values may support a straight. If the board does not favor a clear target, protect the strongest made hand.

Know when to stop
A playable hand that clears the threshold is often worth more than another attempt at a spectacular result. Stop when the remaining rerolls are valuable to an owned skull, the current hand already activates several effects, or failure would consume the last useful hand.
This is not conservative play for its own sake. It is protecting the run's ability to reach later levels where upgrades and skull synergies compound.
- Will the current hand clear the threshold?
- Does a skull use the reroll count?
- How many dice must change?
- What is lost if the reroll misses?
Review the result after the hand
After scoring, compare what you expected with the displayed Bones, Multiplier, and total. If a skull did not activate, return to its exact condition before changing the whole build.
A short note such as 'held pair, spent two rerolls, finished full house, two skulls activated' is enough to reveal patterns over several runs.

Sources
Official Dice of Kalma Steam store page →
Official Dice of Kalma App Store listing and version history →
