Dice Rush 2 — Gra kasynowa

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The sequel cranks speed and agency while preserving “Dice Rush” clarity. Base spins still hum through stacked pips and classic icons across a friendly 5×3/20-line map, but two new levers add juice. First, “Turbo Re-Rolls” can queue—up to two stored at a time—shown as big chips below the grid; triggering one refires a chosen reel instantly in a single beat, then decrements the stack. Second, a visible Streak Meter now carries between spins in base for a few steps, rewarding short bursts of consecutive win spins with a temporary starting multiplier on the next round; the carry is printed huge and expires politely, so the math never hides. Free spins bring “Cascade Rush,” swapping lines for quick tumbles inside the round only; every consecutive clear within a spin steps the meter 2×→3×→5× and refreshes one Turbo Re-Roll, producing photogenic chains you can follow: tumble → step × → optional turbo → tally. A rare “Double Die” lands with a printed ×2 that duplicates the symbol’s contribution for that evaluation only—icon-coded and time-boxed to preserve trust. Volatility sits mid-high when you hoard turbos and chase deep cascades, mid when you play the steady line loop; generous base cadence and the carryover meter soften droughts. Audio is tick-clack kinetics with a brighter pop on turbo fires; settlement is instantaneous so the next tap is always close. For operators, it’s a tournament rocket with mission hooks (turbos spent, longest cascade, carryover highs). For players, it’s more rush, same receipts: save a turbo, fire at the gap, and watch the counter leap when the dice snap into place.

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