# Pip House: full text A dice game where the numbers get out of hand. Roll five dice, keep the good ones, buy charms that bend the scoring rules, and beat the House. Status as of 2026-10-14: coming soon, not yet on the App Store. No release date announced. ## The deal $4.99 once for the full game. Your first run is free from start to finish. After that, free runs stop at the Round 5 boss until you unlock. The daily run is always free. Endless and Stakes come with the unlock. No ads, no account. Price is $4.99 in the US; other countries see Apple's local price. Platforms: iPhone and iPad. Publisher: Commonwealth Business Systems LLC. Contact: hello@commonwealth-systems.com. ## How a run works - A run is 9 rounds. Each round has a target score: 210, 650, 1200, 1880, 2080, 2650, 2900, 3350, 3650. A boss can raise or lower its round's target a little (listed under Bosses). - Each round you get 3 throws. A throw: roll five dice, keep any, reroll the rest up to 2 times, then score. - Score for a throw = Pot times Odds. The hand gives a base Pot and Odds; scoring dice add their pips to the Pot; charms add to Pot and Odds or multiply Odds. - You start with $5. Clearing a round pays $4, plus $1 per unused reroll and $2 per unused throw, capped at $5 from those. - The charm stand sells 3 charms from the pool you have unlocked, and one Sharpen. Charms cost $4 (common), $6 (uncommon), $8 (rare). You hold 5. Selling returns half. Restock costs $3, then $1 more each time in the same visit. - Sharpen improves one hand for the run. The first level of a hand costs $3, each further level $1 more. - Same dice replays a finished run from the same seed. The daily run: One run a day, the same dice for everyone, with the starter 24 charms. One try a day, and a share card for your result. Free forever. ## Unlocks 24 charms are in the pool from the start: Sixer, Odd Ones, Evens, Steady Hand, Twins, Bookends, Low Ball, Leftovers, Three's Company, House Party, On the Run, Snake Eyes, Big Spender, Last Call, Underdog, All Different, Lucky Seven, Pit Stop, Second Wind, Extra Throw, Anchor, Fistful, Herd, Odd Couple. Each boss win unlocks the next 2 of the other 16, in this order: Pennies, Small Fry, Bluff, Top Shelf, Short Stack, Tall Stack, Kicker, Neighbors, Summit, Hot Streak, Hat Trick, Entourage, Hand of Five, Grip, Even Money, Gambler. The daily run always uses the 24 starter charms. ## Endless (full game only) After you beat the Round 9 final boss you can keep going. Targets keep climbing, a boss comes every 3 rounds (Round 12, Round 15, Round 18 and on) drawn from all 12 bosses, and the shop keeps working. The app tracks your best Endless round and best Endless score, and the share card has an Endless line. https://pip-house.vercel.app/endless/ ## Stakes (full game only) - Red Chip: 1 fewer reroll per throw. Win a run on the standard game. - Black Chip: Red rules, plus shop prices up $1. Win a run at Red Chip. - Gold Chip: Black rules, plus a boss at Round 3 as well as Round 5 and Round 9. Win a run at Black Chip. The app keeps your best result at each stake. https://pip-house.vercel.app/stakes/ ## Privacy No account, no ads, no analytics, no iCloud, no Game Center. Progress, stats and settings are stored on the device. Apple processes the payment, and the developer never sees card details. The app uses RevenueCat to check and restore the purchase: RevenueCat receives the purchase receipt and a random anonymous ID, plus technical details such as IP address, device type and OS version. Declared as Purchases and Identifiers (user ID), for app functionality and analytics, not linked to identity, not used for tracking. https://pip-house.vercel.app/privacy/ ## Hands - Five of a Kind: Pot 100, Odds 12. Each Sharpen adds 35 Pot and 4 Odds. All five dice show the same face. Scores: All five dice. - Four of a Kind: Pot 60, Odds 7. Each Sharpen adds 30 Pot and 3 Odds. Four dice show the same face. Scores: The four matching dice. The fifth die scores nothing. - Big Straight: Pot 45, Odds 5. Each Sharpen adds 30 Pot and 3 Odds. Five in a row: 1 to 5 or 2 to 6. Scores: All five dice. - Full House: Pot 40, Odds 4. Each Sharpen adds 25 Pot and 2 Odds. Three of one face and two of another. Scores: All five dice. - Small Straight: Pot 30, Odds 3. Each Sharpen adds 20 Pot and 2 Odds. Four in a row: 1 to 4, 2 to 5 or 3 to 6. Scores: The four dice in the run. The fifth die scores nothing. - Three of a Kind: Pot 30, Odds 3. Each Sharpen adds 20 Pot and 2 Odds. Three dice show the same face. Scores: The three matching dice. - Two Pair: Pot 20, Odds 2. Each Sharpen adds 20 Pot and 1 Odds. Two different pairs. Scores: The four paired dice. - Pair: Pot 10, Odds 2. Each Sharpen adds 15 Pot and 1 Odds. Two dice show the same face. Scores: The two matching dice. - High Die: Pot 5, Odds 1. Each Sharpen adds 10 Pot and 1 Odds. Nothing matches and there is no run of four. Scores: Your highest die only. ## Bosses ## Round 5 boss pool (The House steps in) - The Pair Ban: Pairs score nothing. Target 1,560. A Pair or a Two Pair starts from nothing: no base Pot or Odds, no pips, and no die charms. Only the charms that look at the whole hand still add to it. Every other hand scores normally. Plan: Aim past the pairs. Keep three of a kind, chase a straight, or hold out for a Full House. If you have leaned on Twins, expect a rough round. The target is lower to make up for it. - Cold Open: Pot is halved on your first throw. Target 2,180. On the first throw of the boss round, the Pot from your hand and its dice is cut in half, rounded down. Charms that look at the whole hand add theirs afterwards. Plan: The first throw is the weak one. Use it to take a safe hand, or throw it away on purpose and save your attempts for the second and third. - The Tax Man: Rerolls cost $1 per kept die. Target 2,290. Each reroll costs $1 for every die you keep. Plan: Holding a lot of dice and rerolling one is the expensive way. Keep fewer dice, or score what you rolled and keep your cash. Anchor and Grip get costly here. - Padlock: Your first charm sleeps all round. Target 1,870. The charm in the first slot of your rack does nothing for the whole round. The rest work as normal. Plan: Know which charm is in your first slot before the round starts. The rest of your rack works as normal, so a build that does not lean on one charm handles this best. The target is lower to make up for it. - The Ceiling: Scored dice count 3 pips at most. Target 2,500. Each scoring die adds at most 3 pips to the Pot, so a 6 counts as 3. Die charms still fire on their real faces. Plan: Big faces lose their pip value, but Sixer and the other die charms still pay. Charms that add Pot or Odds directly matter more than the dice. The target is higher to make up for it. - Hands Off Five: 5s score nothing. Target 2,080. A scoring 5 adds no pips and triggers no die charms. The hand itself still counts, so a straight keeps its base Pot and Odds. Plan: Fistful and Odd Ones lose a die here. Throw back 5s when you can, and lean on hands and charms that do not need them. ## Round 9 boss pool (The House, final round) - Low Rent: 1s and 2s score nothing. Target 3,650. Any die showing a 1 or a 2 adds no pips and triggers no die charms. A hand made of them is worth only its base Pot and Odds. Plan: Reroll the small faces and build with 3 to 6. Low Ball, Snake Eyes and Pennies get awkward here. - Short Night: Only 2 throws. Target 2,920. You get two throws in the boss round instead of three, and Extra Throw still adds one. Plan: Two attempts is a big ask, though the target is lower. You need a big first throw, so take the best hand you have and push the Odds. - Tight Grip: Only 1 reroll per throw. Target 2,990. One reroll per throw instead of two. Second Wind does not add to it. Plan: Rolling the right dice the first time matters more. Charms that do not depend on a specific roll are safer, and Pit Stop gets a lot of use. - The Sleepers: Charms sleep on your first throw. Target 3,390. Your charms do nothing on the first throw of the boss round. They wake up for the second. Plan: Treat the first throw as a free roll with a bare hand. Take it if it clears a good chunk of the target, then let your charms handle the rest. - The Jinx: Your rarest charm sleeps all round. Target 3,470. Your rarest charm does nothing for the whole round. If two charms tie for rarest, the one furthest left is the one that sleeps. Plan: Do not hang the whole plan on one Rare. A rack with a few Commons or Uncommons carrying real weight handles this best. - The Squeeze: Pot is halved on every throw. Target 3,140. On every throw of the boss round, the Pot from your hand, its dice and Leftovers is cut in half, rounded down. Charms that look at the whole hand add theirs afterwards. Plan: Flat Pot charms hurt here and Odds charms do not. Look for hand charms that add Odds or multiply them, and the lower target gives you some room. ## Charms ### Sixer (Common, $4, sells for $2; in the pool from the start) Every scored 6: +4 Odds. Hold sixes. Every 6 that scores adds 4 Odds, so three sixes is +12 Odds before anything else. Three and Four of a Kind of sixes get the most out of it. Watch out: It only counts sixes that are part of the scoring hand. A spare 6 sitting outside your Pair does nothing. https://pip-house.vercel.app/charms/sixer/ ### Odd Ones (Common, $4, sells for $2; in the pool from the start) Every scored odd die: +20 Pot. A flat +20 Pot on each scoring 1, 3 or 5. It does best with hands that score all five dice, such as a Full House or a straight. Watch out: It adds Pot, not Odds. That is still strong later, because every point of Pot is multiplied by your final Odds. https://pip-house.vercel.app/charms/oddones/ ### Evens (Common, $4, sells for $2; in the pool from the start) Every scored even die: +2 Odds. Each scoring 2, 4 or 6 adds 2 Odds. A Pair of sixes is +4 Odds, and Two Pair of even faces is +8. Watch out: Odd faces add nothing, so a straight scores fewer bonuses than a hand of matching evens. https://pip-house.vercel.app/charms/evens/ ### Steady Hand (Common, $4, sells for $2; in the pool from the start) +20 Pot on every throw. The plainest charm in the game. It fires on every throw whatever you roll, and it lifts weak hands the most, since a Pair starts at Pot 10. Watch out: It never changes which hand you roll, only what that hand is worth. It gets better as your Odds grow. https://pip-house.vercel.app/charms/steady/ ### Twins (Common, $4, sells for $2; in the pool from the start) Pair: +5 Odds. Two Pair: +8 Odds. Built for the hands you roll most. Pair gets +5 Odds and Two Pair gets +8, which turns the humble Pair into a real score. Watch out: It does nothing for Three of a Kind or better, so pair it with something that does. https://pip-house.vercel.app/charms/twins/ ### Bookends (Common, $4, sells for $2; in the pool from the start) A 1 and a 6 both scored: +10 Odds. You need a 1 and a 6 inside the scoring hand. Only Two Pair and Full House can hold both, so you are chasing ones and sixes on purpose. Watch out: It is the narrowest common charm. If your dice are not going that way, it sits idle. https://pip-house.vercel.app/charms/bookends/ ### Low Ball (Common, $4, sells for $2; in the pool from the start) Every scored 1 counts as 7 pips and adds +2 Odds. A scored 1 adds 7 to the Pot instead of 1, and +2 Odds on top, which makes ones worth more than sixes. It turns a Pair of ones from a throwaway into a decent hand. Watch out: Only ones that score are changed. A spare 1 outside your hand stays a 1 and adds nothing. https://pip-house.vercel.app/charms/lowball/ ### Leftovers (Uncommon, $6, sells for $3; in the pool from the start) Dice that are not in your hand add double their pips to the Pot. The dice you did not score still pay, at double. A Pair with a 6, a 5 and a 4 beside it adds 30 more Pot. It turns the loose dice into part of the plan. Watch out: It adds Pot only, never Odds, and the spare dice do not trigger die charms. https://pip-house.vercel.app/charms/leftover/ ### Three's Company (Uncommon, $6, sells for $3; in the pool from the start) Three, Full House, Four or Five of a Kind: ×2 Odds. Doubles your Odds on every hand from Three of a Kind up, except the straights. If you are building around matching dice, this is the base. Watch out: Pair, Two Pair and both straights miss it. https://pip-house.vercel.app/charms/company/ ### House Party (Uncommon, $6, sells for $3; in the pool from the start) Full House: ×3 Odds. A Full House starts at Pot 40 and Odds 4. Tripling the Odds makes it one of the biggest single hands you can plan for. Watch out: It only fires on a Full House. Hold your pair and your three, and throw back the rest. https://pip-house.vercel.app/charms/house/ ### On the Run (Uncommon, $6, sells for $3; in the pool from the start) Any straight: +60 Pot and +6 Odds. Both straights get +60 Pot and +6 Odds. A Small Straight starts at 30 by 3 and a Big Straight at 45 by 5, so this is a big jump. Watch out: Straights are harder to chase than pairs. Rerolls matter more with this charm. https://pip-house.vercel.app/charms/run/ ### Snake Eyes (Uncommon, $6, sells for $3; in the pool from the start) Every scored 1: ×1.5 Odds. Each scoring 1 multiplies your Odds by 1.5 as it is counted. Three ones is about ×3.4 before rounding. Watch out: Ones are a single face of six. Odds are shown to one decimal, so the total can differ by a point from the pure maths. https://pip-house.vercel.app/charms/snake/ ### Big Spender (Uncommon, $6, sells for $3; in the pool from the start) +1 Odds for every $3 you hold. Counts the cash in your pocket when you score. $15 in hand is +5 Odds. It rewards keeping some money back. Watch out: Cash also buys charms, Sharpen and restocks, so every dollar you hold is a dollar you did not spend. Debt counts as zero. https://pip-house.vercel.app/charms/spender/ ### Last Call (Uncommon, $6, sells for $3; in the pool from the start) Your last throw of the round: ×2 Odds. Your final throw in a round doubles your Odds, so it pays to stay patient early and save the big attempt for last. Watch out: If you clear the round before your last throw, it never fires. https://pip-house.vercel.app/charms/last/ ### Underdog (Uncommon, $6, sells for $3; in the pool from the start) All five dice add up to 15 or less: ×2.5 Odds. Five dice average 17.5, so this asks you to throw sixes back. It fires on low hands such as three 2s with a 3 and a 4. Watch out: It checks all five dice, scoring or not. One high die beside your hand can switch it off. https://pip-house.vercel.app/charms/under/ ### All Different (Uncommon, $6, sells for $3; in the pool from the start) No two dice match: +100 Pot. A junk roll becomes a decent one: +100 Pot when all five dice differ. It also stacks on top of every Big Straight. Watch out: It fires on High Die, Small Straight and Big Straight, but never on a hand with any match. https://pip-house.vercel.app/charms/alldiff/ ### Lucky Seven (Uncommon, $6, sells for $3; in the pool from the start) Dice not in your hand add up to exactly 7: ×2 Odds. Keep a Pair of sixes and hope the other three dice are 1, 2 and 4. You steer it by rerolling the spares, which makes every reroll a small puzzle. Watch out: It needs an exact total. Plenty of throws will miss. https://pip-house.vercel.app/charms/seven/ ### Pit Stop (Uncommon, $6, sells for $3; in the pool from the start) Every reroll you leave unused on a throw: +4 Odds. Each reroll you have not spent when you score is +4 Odds, so scoring a good first roll right away is +8. Unused rerolls also pay $1 each at the end of the round. Watch out: Every reroll you use is Odds you give up, so it pushes you to score early. It works against Anchor and Grip, which want you to reroll. https://pip-house.vercel.app/charms/pit/ ### Second Wind (Uncommon, $6, sells for $3; in the pool from the start) +1 reroll on every throw. Three rerolls a throw instead of two. More looks at the dice means more chances at a straight or a Full House. Watch out: A boss that limits you to one reroll overrides it. https://pip-house.vercel.app/charms/wind/ ### Hat Trick (Rare, $8, sells for $4; unlocked by boss win 6) +2 Odds on every throw. Score the same hand three throws in a row: ×4 Odds on the third, then it resets. A steady +2 Odds on every throw. Score the same hand name three throws in a row and the third one gets ×4 Odds as well. The counter on the charm shows 1/3 or 2/3 as you go. Watch out: Changing hand in between resets the count. It rewards a plan, such as Pair, Pair, Pair, over chasing the best roll each time. https://pip-house.vercel.app/charms/hat/ ### Extra Throw (Rare, $8, sells for $4; in the pool from the start) +1 throw every round. Four throws a round instead of three. More throws means more tries at the target and more cash from unused throws. Watch out: It adds no score by itself, and it takes one of your five charm slots. https://pip-house.vercel.app/charms/extra/ ### Hot Streak (Rare, $8, sells for $4; unlocked by boss win 5) Grows +1 Odds every time you score Pair or better, up to +3. Keeps it all run. The first Pair or better adds +1 Odds, the next +2, then +3, and it stays at +3 for the rest of the run. It is the charm that tells a story over a long game. Watch out: A High Die throw does not grow it, though it still gets the bonus you have built. The cap is +3, so it is a small, steady bonus and not a runaway. https://pip-house.vercel.app/charms/streak/ ### Entourage (Rare, $8, sells for $4; unlocked by boss win 6) +1 Odds for each other charm you own. Counts every other charm on your rack. A full rack of five is +4 Odds on every throw. Watch out: It wants a full rack. Selling a charm to buy another one lowers it, and it adds nothing when it is your only charm. https://pip-house.vercel.app/charms/entour/ ### Gambler (Rare, $8, sells for $4; unlocked by boss win 8) ×2 Odds on every throw. Costs $2 a throw, and you can go into debt. In debt, the charm stand is closed. Doubles your Odds on every throw, and costs $2 each time you score. Earn the money back with unused rerolls ($1 each) and unused throws ($2 each, up to $5 a round). Watch out: Debt closes the charm stand, so you cannot buy your way out of a bad run, and Big Spender gets nothing while you owe money. https://pip-house.vercel.app/charms/gamble/ ### Hand of Five (Rare, $8, sells for $4; unlocked by boss win 7) Three, Full House, Four or Five of a Kind: +30 Pot and +3 Odds. Four or Five: ×4 Odds too, and Four scores all five dice. Three of a Kind and Full House get +30 Pot and +3 Odds. Four or Five of a Kind also get ×4 Odds, and Four of a Kind scores the fifth die, so its pips and any die charms count. Watch out: Four of a Kind is rare. This is a lottery ticket that pays out hugely when it lands, with a smaller bonus on the Three of a Kind and Full House you roll more often. https://pip-house.vercel.app/charms/fours/ ### Anchor (Common, $4, sells for $2; in the pool from the start) Each die you kept through a reroll adds +12 Pot. Keep dice and reroll the rest. Every die that stayed on the table through a reroll adds 12 Pot, whether it scores or not. Keep three dice and reroll once: +36 Pot. Watch out: A die counts once, however many rerolls it survives, and only if you reroll while it is kept. Scoring your first roll untouched earns nothing. https://pip-house.vercel.app/charms/anchor/ ### Fistful (Common, $4, sells for $2; in the pool from the start) Every scored 5: +25 Pot. Each scoring 5 adds 25 Pot. Three 5s is +75 Pot, and a Big Straight always carries one. Watch out: It adds Pot, not Odds, and only for 5s that are part of the scoring hand. A spare 5 beside your Pair does nothing. https://pip-house.vercel.app/charms/fistful/ ### Pennies (Common, $4, sells for $2; unlocked by boss win 1) Every scored 1 or 2: +30 Pot. Each scoring 1 or 2 adds 30 Pot. It makes the low faces, which most charms ignore, the best dice on the table. Watch out: It adds Pot only, and it wants low faces, so it pulls against charms that want sixes. https://pip-house.vercel.app/charms/pennies/ ### Herd (Common, $4, sells for $2; in the pool from the start) Each matching pair among your five dice: +2 Odds, up to +4. Three alike count as three pairs. It counts every pair among all five dice, scoring or not. One pair is +2 Odds. Two Pair, Three of a Kind or better all reach the cap of +4. Watch out: The cap is +4. It also needs matching dice: a straight or High Die with no repeats gets nothing, though a Small Straight with a repeated die does. https://pip-house.vercel.app/charms/herd/ ### Odd Couple (Common, $4, sells for $2; in the pool from the start) Your scored dice include an odd and an even: +5 Odds. A flat +5 Odds whenever the dice that score include at least one odd face and one even face. Both straights always qualify, and so does a Two Pair with one odd pair and one even pair. Watch out: A Pair, Three of a Kind or Four of a Kind never qualifies, because every scoring die shows the same face. A Full House only qualifies if its two faces differ in odd and even. https://pip-house.vercel.app/charms/oddcouple/ ### Bluff (Common, $4, sells for $2; unlocked by boss win 2) Pair or High Die: +20 Pot and +3 Odds. Lifts the two weakest hands. A Pair or a High Die gets +20 Pot and +3 Odds, which turns a throw you would hate to score into a safe one. Watch out: It does nothing for Two Pair or better, so it is a charm for scoring early and keeping your rerolls and throws for cash. https://pip-house.vercel.app/charms/bluff/ ### Small Fry (Common, $4, sells for $2; unlocked by boss win 1) Pair or Two Pair made only of 1s, 2s and 3s: ×3 Odds. A Pair or Two Pair where every scoring die is a 1, 2 or 3 triples your Odds. Charms that add Odds earlier in your rack get multiplied too. Watch out: One scoring 4, 5 or 6 switches it off, so a Pair of fours does not count. It only looks at Pair and Two Pair. https://pip-house.vercel.app/charms/smallfry/ ### Top Shelf (Uncommon, $6, sells for $3; unlocked by boss win 2) Your highest scored die adds its pips to the Odds, up to +4. The highest die in your scoring hand adds its face value to the Odds, up to +4. A scoring 6 and a scoring 4 both pay +4, and a 3 pays +3. Watch out: The cap is +4, so a 6 is no better than a 4. It fires on almost every hand, but only counts dice that score. https://pip-house.vercel.app/charms/topshelf/ ### Short Stack (Uncommon, $6, sells for $3; unlocked by boss win 3) Every scored die is a 3 or lower: ×2.5 Odds. Any hand whose scoring dice are all 1, 2 or 3 gets ×2.5 Odds. Three 2s, a Pair of 1s or a Full House of low faces all qualify. Watch out: No straight can qualify, because every straight includes a 4 or higher. One high die in the scoring hand switches it off. https://pip-house.vercel.app/charms/shortstack/ ### Tall Stack (Uncommon, $6, sells for $3; unlocked by boss win 3) Every scored die is a 4 or higher: ×2 Odds. Any hand whose scoring dice are all 4, 5 or 6 gets ×2 Odds. Three 5s, a Pair of sixes or a Full House of high faces all qualify. Watch out: No straight can qualify, because every straight includes a 3 or lower. It looks at scoring dice only, so a low spare die does not hurt it. https://pip-house.vercel.app/charms/tallstack/ ### Kicker (Uncommon, $6, sells for $3; unlocked by boss win 4) If exactly one die is left out of your hand, its pips add to the Odds. When your hand leaves exactly one die out, that die's face value is added to your Odds. Two Pair, Four of a Kind and Small Straight each leave one die out. Watch out: Hand of Five scores all five dice on a Four of a Kind, which leaves nothing to kick. A Pair or Three of a Kind leaves too many dice out. https://pip-house.vercel.app/charms/kicker/ ### Summit (Uncommon, $6, sells for $3; unlocked by boss win 5) Your scored dice add up to 18 or more: ×2.5 Odds. It adds up the scoring dice only. Three 6s is exactly 18. A Big Straight of 2 to 6 makes 20, and a Small Straight of 3 to 6 makes 18. Watch out: A Pair cannot reach 18, since two sixes make 12. The straight of 1 to 5 makes only 15 and misses. https://pip-house.vercel.app/charms/summit/ ### Neighbors (Uncommon, $6, sells for $3; unlocked by boss win 4) Each pair of scored dice that differ by exactly 1: +3 Odds. It counts every pair of scoring dice whose faces are one apart. A Big Straight has four such pairs, and a Full House of 3s and 4s has six: +18 Odds. Watch out: A Pair, Three of a Kind or Four of a Kind of one face gets nothing, since the dice match and do not differ by one. https://pip-house.vercel.app/charms/neighbors/ ### Grip (Rare, $8, sells for $4; unlocked by boss win 7) Each die you kept through two rerolls adds +2 Odds. Keep a die through two rerolls and it adds +2 Odds, scoring or not. Keep three dice through both rerolls and that is +6 Odds. Watch out: A die kept through only one reroll pays nothing. It needs you to spend rerolls, so it works against Pit Stop. https://pip-house.vercel.app/charms/grip/ ### Even Money (Rare, $8, sells for $4; unlocked by boss win 8) Four dice the same parity (all odd or all even): ×1.5 Odds. All five: ×4 Odds. It looks at all five dice, scoring or not. Four dice that are all odd or all even give ×1.5 Odds. All five the same parity gives ×4. Watch out: A mixed roll of odd and even faces never qualifies. Build around Evens or Odd Ones, which also want one parity. https://pip-house.vercel.app/charms/evenmoney/ ## FAQ Q: What is Pip House? A: Pip House is a dice roguelike for iPhone and iPad. You roll five dice, keep the ones you want, score poker-style hands as Pot times Odds, and buy charms that bend the scoring rules. A run is 9 rounds with two boss rounds, and takes about 10 to 15 minutes. There are 40 charms and 12 bosses. Q: How much does Pip House cost? A: $4.99 once for the full game. Your first run is free from start to finish. After that, free runs stop at the Round 5 boss until you unlock. The daily run is always free. Endless and Stakes come with the unlock. No ads, no account. The price is $4.99 in the US. Other countries see Apple's local price. Q: What does the unlock include? A: The one $4.99 purchase removes the limit on free runs, and it also turns on Endless and Stakes. It does not change the dice, the odds or any score. The daily run is free without it. Q: Are there ads? A: No. There are no ads and there never will be. The one purchase is the full-game unlock, and it does not make the dice any luckier. Q: Is Pip House gambling? A: No. There is no real money in the game, no betting and no loot boxes. The dice are a score game. Cash in a run buys charms and cannot be spent or won outside it. Q: Do I need an account or an internet connection? A: You do not need an account, and playing works offline. Your progress, stats and settings are saved on your device. The only thing that goes over the network is the purchase: buying or restoring the unlock goes through Apple, and the game uses a purchase service called RevenueCat to check whether it is unlocked. RevenueCat sees your purchase receipt and a random anonymous ID, not your name or card. The privacy policy has the details. Q: Which devices does it run on? A: iPhone and iPad. On iPhone it plays in portrait. On iPad it plays in portrait and landscape, with bigger dice. It also runs on Apple silicon Macs as an iPhone and iPad app. A native Mac app and an Android version have not been announced. Q: How long is a run? A: About 10 to 15 minutes for a full run of 9 rounds. That is our estimate from play-testing, and it varies with how long you think about each throw. Endless runs go on as long as you survive. Q: Is it a Balatro clone? A: No, but it belongs to the same family. Both games turn poker hands into a score you try to push past a target, with rule-bending upgrades between rounds. Pip House uses dice instead of cards, scores as Pot times Odds, and has its own charms, economy and bosses. It is not affiliated with Balatro or its makers. We wrote a longer comparison. Q: What happens after my free run? A: Your first run is free all the way to the end. After that, you can keep starting free runs, and they stop when you reach the Round 5 boss. A one-time purchase of $4.99 removes that limit. The daily run is not limited. Q: How do I restore my purchase? A: Tap Restore Purchases on the unlock screen, or open Settings in the game and tap Restore Purchases there. You need to be signed in to the same Apple Account you bought with. If it does not work, contact support. Q: How do I unlock more charms? A: 24 of the 40 charms are in the pool from the start. Each boss you beat unlocks the next 2 of the other 16. The Collection screen shows all 40, with the locked ones greyed out. The order is on the charms page. Q: What is Endless? A: After you beat the Round 9 boss you can keep going. Targets keep climbing, a boss comes every 3 rounds (Round 12, Round 15, Round 18 and on), and the shop keeps working. The app keeps your best Endless round and score. It is part of the full game. More on Endless. Q: What are Stakes? A: Three harder ways to play a normal run. Red Chip takes one reroll off every throw. Black Chip adds that and raises shop prices by $1. Gold Chip adds that and puts a boss at Round 3. Each opens when you win a run at the one below, and the app keeps your best result at each. They are part of the full game. More on Stakes. Q: Are the dice fair? A: The dice are rolled by your device's random number generator. The game does not adjust them to help or hurt you. The Same dice option replays a run from the same starting seed, so you can test a different plan against identical luck. Q: What is the daily run? A: One run a day, the same dice for everyone, with the starter 24 charms. One try a day, and a share card for your result. Free forever. Q: Is there music? A: Yes, a rotating set of jazzy swing and brass loops. You can turn music, sound and haptics off in Settings. Music and sound work offline. Q: Where is my save stored, and can I move it? A: On your device only. iOS may include it in your device backup, which is between you and Apple. There is no cloud save in the game, no iCloud and no Game Center. Deleting the app deletes the save. The purchase itself is tied to your Apple Account, so Restore Purchases brings it back. Q: How are the art and music made? A: The painted art, the short title and boss clips and the music were made with AI tools, then chosen, edited and put together by us. The game design, rules and numbers are ours. We say so plainly because it matters to some players. Q: Can I get a refund? A: Refunds are handled by Apple. Go to reportaproblem.apple.com, sign in, and choose the purchase. We cannot see or issue refunds ourselves. Q: What languages does it support? A: English only, for now. Q: How do I report a bug or ask something else? A: Email hello@commonwealth-systems.com. See the support page for what to include.