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September 16th, 2026

How to play and win at Dice of Mystery: WILD, Book of Mystery and Treasure Wheel

Dice of Mystery is not simply about “aligning dice”. The game layers several mechanics: four placement grids, WILD dice, a Treasure Wheel, a Book of Mystery, a progressive jackpot and a Cashback Book that may intervene after a losing game. Understanding the title therefore means understanding how these layers follow one another.

The best way to approach it is to divide the game into three phases: build the grids, recognise the triggers, then read the choices offered in the bonuses. This guide follows that path and clarifies what is a player decision and what remains random.

The foundation: four grids and lines of dice

Dice of Mystery belongs to Gaming1’s Dice Games family. The game uses four 3 x 3 grids and five winning lines per grid in the documented version. The player places columns of three dice in order to form alignments.

This structure matters: unlike a fully automatic dice slot, you intervene in where the column is placed. The quality of the reading therefore happens before the click. A column can complete a line in one grid, keep two possible diagonals alive in another or close off a useful space. The dice received remain random; the choice concerns only their destination.

WILD dice: the joker that changes how lines are read

The WILD substitutes for the other dice, including Bonus dice. It therefore increases the number of lines that the same column can potentially complete.

In Dice of Mystery, a particularly strong feature can also award a complete column of three WILD dice to place wherever you wish. This moment deserves a different reading from an ordinary column. Three WILDs in the same column can affect several lines in a grid: a horizontal line, a diagonal depending on the position, or even several alignments that have already been prepared.

The right reflex is to count the lines actually strengthened by the column. Placing three WILDs in the first grid you see simply because it already contains a winning combination may be less interesting than using the column in a grid where it completes two directions at the same time.

Triggering the Treasure Wheel

The Treasure Wheel is one of the game’s signatures. It can offer several types of rewards: points, credits, access to the Book of Mystery and the progressive jackpot.

The interesting point is not only the displayed reward, but the accept-or-refuse mechanic. Gaming1’s communication around the title indicates that a player can refuse a wheel result and spin it again up to four times. Each rejected proposal is then replaced by a Book of Mystery segment. Refusing is therefore not simply “throwing away” an offer: it also changes the composition of the next wheel.

Accept or refuse an offer: how to reason without falling into the “the next one will be better” trap

This is Dice of Mystery’s most distinctive decision. Faced with an offer, the player may be tempted to refuse it because it “seems weak”. But refusing does not guarantee a higher offer. The next result remains random.

The decision must therefore be understood as a choice between a value already known and a new distribution of possibilities. The more you refuse, the more Book of Mystery segments replace the rejected segments, which changes the visual composition of the wheel. However, this does not turn every refusal into a certain improvement.

A sensible way to play this decision is to define, before the bonus, what you consider a satisfactory offer, rather than changing your threshold under the effect of excitement. This approach does not create a guaranteed mathematical advantage; it simply avoids impulsive decisions.

The Book of Mystery: from 1 to 30 Mystery games depending on the result

The Book of Mystery can award different quantities of Mystery games. Gaming1 documents results of 1 to 5 Mystery games, with special pages that can award 10 or 30 Mystery games.

This is where the Egyptian theme also becomes a mechanic. The book is not simply decoration: it is a precise destination of the bonus. Three levels should therefore be distinguished when reading the wheel: an immediate reward in points or credits, access to the Book of Mystery which itself opens a new award, and the progressive jackpot.

What are Mystery games?

In Gaming1 Dice Games, a Mystery game is a special game associated with a level of winnings defined by the game. It should not automatically be confused with a slot free spin. The Mystery counter and exact payout rules are specific to the Dice mechanic.

For the player, the practical issue is mainly to know when the Mystery games are credited and at what stake they will be played. In many titles in this family, they are then played at the stake linked to the game that generated them. This is another reason to choose the starting stake according to a budget rather than increasing it only because a bonus seems close.

The Cashback Book: a second gateway to Mystery games

Dice of Mystery has another unusual mechanic: the Cashback Book. Gaming1 indicates that this feature can trigger during losing games and award Mystery games.

The word “Cashback” can be misleading. It does not mean that a loss is automatically refunded. It is an internal game feature that can trigger according to its own rules. A losing game therefore does not create a debt owed by the game to the player and does not announce that the Cashback Book “must” appear soon.

This distinction is important to avoid the classic recovery bias: a succession of games without a win does not on its own increase the probability of a future bonus, unless an explicitly progressive mechanic is described in the rules.

The progressive jackpot: what it changes and what it does not

The Treasure Wheel can also lead to the progressive jackpot. A progressive jackpot changes over time according to the intended mechanic. Its visible amount can therefore change, unlike a fixed prize.

The high jackpot amount naturally attracts attention, but this information should not obscure the main game. The placement strategy should first aim for a coherent reading of the grids. Playing every column only with the jackpot in mind can lead you to neglect point lines or useful WILDs.

An example of a decision on the Treasure Wheel

Imagine that the wheel offers a points result that you can accept or refuse. You know that refusing will make this segment disappear and increase the presence of the Book of Mystery on subsequent spins. Two lines of reasoning are possible.

The first is to accept a certain value because it corresponds to the threshold you set before the bonus. The second is to refuse while explicitly accepting the risk of receiving a lower or different value. What would be incorrect, however, would be to think: “I have refused twice, so the third result must be better”. The wheel does not operate on an obligation to improve.

Key figures for Dice of Mystery

The Gaming1 sheet for the Dice version indicates a theoretical RTP of 96%, a 3 x 3 grid, five winning lines, a minimum stake of €0.25 and a maximum stake of €25. The game includes a progressive jackpot and does not allow classic free rounds in this configuration.

These figures are used to understand the structure of the title, not to predict a session. An RTP of 96% does not mean that a player will recover 96% of their stake after a few dozen games. It is a theoretical long-term average.

How to read a WILD column intelligently

A column of three WILDs is one of the moments when placement matters most. Before placing it, review the four grids in the same order: number of lines already at two symbols, possibility of completing a diagonal, presence of Bonus symbols that the WILD can replace, and potential for several intersecting lines.

This mini-routine takes a few seconds and avoids the instinctive choice of the “prettiest” grid. It does not guarantee the best final result because the following columns remain unknown, but it uses all the information visible at the moment of decision.

Dice of Mystery and Mystery Rush: two similar games, but not the same problem to solve

Both titles use grids and Mystery games, but their identities differ. Mystery Rush places strong emphasis on point thresholds, the Rush wheel and the boxes game. Dice of Mystery relies more on WILDs and on a wheel where the player can accept or refuse offers while enriching the Book of Mystery.

For the player, this changes the type of decision. In Mystery Rush, attention focuses on multi-grid construction and thresholds. In Dice of Mystery, a second reading must be added: the value of a known offer compared with the risk of a new spin.

Typical mistakes to avoid

First mistake: forgetting that the WILD can substitute for Bonus dice. This reduces the perceived value of certain lines.

Second mistake: automatically refusing all the first wheel offers. A refusal changes the wheel, but does not guarantee that the next offer will be better.

Third mistake: believing that the Cashback Book systematically refunds losses. It is a random game feature, not insurance.

Fourth mistake: increasing the stake only to “take advantage” of future Mystery games. The stake should be compatible with the budget before the bonus appears, not decided under the effect of the bonus.

FAQ - Dice of Mystery

What are WILD dice used for?

They substitute for the other dice, including Bonus dice, in order to complete certain lines more easily.

Can you choose where to place a column of three WILDs?

Yes. When this feature is awarded, the WILD column can be placed by the player in the chosen grid.

How many times can you refuse an offer from the Treasure Wheel?

Gaming1’s communication around the game indicates up to four refusals. Rejected segments are replaced by Book of Mystery segments.

How many Mystery games can the Book of Mystery award?

The documented results range from 1 to 5 Mystery games, with special pages awarding 10 or 30.

What is the RTP of Dice of Mystery?

The Gaming1 sheet for the Dice version indicates a theoretical RTP of 96%.