A data-driven breakdown of the board-game event "Twin Star Adventure" (× Kingshot collab). The conclusion is simple: skill of play barely matters. What matters is which reward you target, and how to reach it with the fewest dice and the cheapest spend.
The rules of Twin Star Adventure:
Together, these make coin income essentially a function of the number of rolls. Neither pip choice nor tile targeting creates an edge. The task is simply: roll every die. The only real choices are where to spend your 6 crystal dice and which pack to buy.
| Tile type | Count | Detail |
|---|---|---|
| Treasure tile (high, MAX 2000) | 1 | avg 500 coins |
| Treasure tile (low, MAX 800) | 3 | avg 200 coins |
| Item tile (the only coin-dropping one, Lv3) | 1 | avg ~29 coins |
| Member tile | 2 | flat 100 coins |
| Item tile (fire crystal / gear) | ~18 | 0 coins |
| Start tile | 1 | pass = crystals; land = more |
| Explore-chest tile | varies | random spawn; tile reward + chest |
Most of the board (~18 tiles) drops fire crystals and gear — zero coins. The coin engine is the four treasure tiles, especially the single MAX-2000 high tile. The explore chest spawns at a random position and pays "tile reward + chest" when landed on (chest: 2% for 3,000 coins / 8% for 2,000 / 10% for 1,500; the remaining 80% is generic badges).
| Coins | Chance |
|---|---|
| 2,000 | 2% |
| 1,000 | 8% |
| 800 | 10% |
| 600 | 20% |
| 300 | 60% |
The average is 500 coins per landing — that's what "avg 500" means.
The sim needs one number: average coins per roll. Measured three times, the value converged.
| Rolls | Net board coins | Per roll |
|---|---|---|
| 26 rolls | 2,580 | 99 |
| 127 rolls | 8,300 | 65 |
| 159 rolls | 11,250 | 71 |
The early "99" from 26 rolls was an overshoot: a small sample that happened to hit the 2,000 treasure early. With more rolls it settles to about 70 coins/roll. Trusting the small sample would halve the estimated dice needed, so it was pinned down with more data. "Net board coins" here strips out shark, progress, member passive income, and mission rewards — the pure landing value.
Apart from tile landings, two side rewards accumulate as you roll — and both require you to roll to gain them. This mirrors the Frozen Treasure (gacha-box) event: not linear in roll count, but a step function that jumps at each threshold.
Thresholds at 200/1000/2000/3000/4000/5000 pay 200/300/500/800/1200/1500 coins etc. The cap is low, and with teammates helping, normal rolling usually clears it.
| Cumulative pips | Reward | Rolls needed |
|---|---|---|
| 100 | 500 coins | ~29 |
| 350 | 2,000 coins | ~100 |
| 700 | unusual badge | ~200 |
| 1,600 | 10,000 coins | ~457 |
| 3,500 | 10 island decorations | ~1,000 |
| Use | Avg coins (6 dice) | Note |
|---|---|---|
| High treasure tile (MAX 2000) | ~3,000 | 90% range 2,100–4,500 · stable |
| Explore chest | ~2,226 | 0–5,500 · downside 0 risk / ~840 badges |
| Member tile | 600 | 100×6, clearly lower |
| Big pips to farm laps | ~0 | all 6 = ~1.4 laps = noise |
Calibrated on the three measured samples (fixed seed, 50k runs). Example target: 30 Mithril = 24,000 coins.
| Total rolls | Median | 90% band | Hit rate |
|---|---|---|---|
| 159 (measured) | 20,249 | 16,638–24,731 | 8% |
| 200 | 24,802 | 20,770–29,791 | 62% |
| 220 | 26,299 | 22,065–31,445 | 80% |
| 250 | 28,561 | 24,021–34,013 | 95% |
Prices in JPY (¥). Convert to your local currency as needed.
| Pack | Price | Dice | Per die | Cap |
|---|---|---|---|---|
| Pack 1 | ¥150 | 2 | ¥75 | 7× |
| Pack 2 | ¥500 | 5 | ¥100 | 7× |
| Pack 3 | ¥800 | 8 | ¥100 | 7× |
| Pack 4 | ¥1,600 | 14 | ¥114 | 7× |
| Pack 5 | ¥3,200 | 26 | ¥123 | 7× |
| Pack 6 | ¥8,000 | 55 | ¥145 | 7× |
| Pack 7 | ¥15,800 | 110 | ¥144 | 3× |