One lucky roll.
Roll an Instrument
Learn a little. Roll the dice. Discover something extraordinary.
Recommended for high schoolCoins100
Gold Residue0
Rare Coins0
Roll tickets5
Keys0
Gems0
Candy0
Instruments found0 / 701
Luck multiplier1×
One lucky roll.
No real money. Earn coins with music questions, then buy tickets.
Recent discoveries
0 rollsYour first discovery will appear here.
Your upgrade tree
Explore nine paths. Keep leveling your favorites, or try a new branch.
Open a hexagon and unlock its node with coins, then buy its upgrade levels separately. Early nodes start at 5 coins. Connected children open after their parent’s first level. Previously owned upgrades stay unlocked. Hover over a hexagon for its description; click to unlock or upgrade. Drag the map to move and use the zoom controls to explore.
Keep rolling your tickets hands-free. Stops when you leave or run out.
Start at 0.00001%. Unlock Galactic luck paths without changing other finishes.
Your finish workshops
Unlock a workshop in the tree, then sacrifice duplicates here for permanent finish luck. Your last copy is always kept.
The quest board
Normal quests earn coins; hard quests earn Gold Residue. Upgrade Bigger quest board to expand to nine quests.
Resets every four hours, on a shared schedule. Only progress earned during the current rotation counts. Claim completed rewards before the timer ends; each quest pays once. Your board saves with your collection.
A little music. A little luck.
Roll a scratch ticket, then hold and drag your mouse or sweep your finger over each covered symbol.
The instrument catalog
701 real instruments. Five finishes. An entire world of sound.
The Gem shop
Rare finds, sealed packs and OpenScores collector boxes.
Open the shop to load this hour's shelves.
Your apple Garden
Grow apples: each has an 85% chance to be red and a 15% chance to be green. Sell red apples, or press green apples into dye. Growth and processing continue offline.
Unlock your Garden
Make 100 total rolls to unlock your first free tree spot.
0 / 100 rollsHarvest & crafting
Find Garden upgrades in the main upgrade tree. Ripe apples wait for you; trees grow again after harvest.
Open the Garden to load your trees.
Card Forge
Brew liquid, choose a card, then start. Each attempt uses Keys and Brewed Dust.
Unlock Blessing in the upgrade tree. Blessed attempts cost 50 extra Rare Coins, including failures.
0 Luck Tokens
20% success / 80% failure
Each token adds 2 percentage points of success. Maximum 10; spent even on failure. Failed attempts drain in 5 seconds.Brewed Dust is measured in mL. Brew 1 Gold Residue to make 1 mL of liquid.
Open Card Forge to load your collection.
Effects, odds & dust costs
Every effect, every chance
Base failure: 80%; fully upgraded: 55%. Keys are spent on every attempt with a 90% discount from Nearly Keyless. Failures leave your card unchanged.
Effects stack without a fixed limit, including repeats. Each existing effect adds 5–30 Keys to future attempts; repeats count too.
Sparkled comes from trades and is permanently trade locked. Other effects remain tradable. Masterpieces cannot use Card Forge.
Forge Craft: upgrade the new tree node to improve rare-effect weights on successful attempts. Three levels lower failure to 55%.
Nearly Keyless: cuts Key costs and effect surcharges by 90%, rounded up to at least 1 Key. Brewed Dust is required for every effect attempt.
Coin advance
Loan Reputation
Building0–200Rebuilding
201–400Building
401–600Respected
601–799Trusted
800–1,000
Fully repaying a loan on time earns 1 point per 200 coins borrowed (minimum 1), after at least one turn. A 5,000-coin loan earns 25 points. Overdue debt loses 1–5 points each turn, based on the amount owed. At Risk makes random Rare Coin drops from instrument pulls 25% less likely. Guaranteed rewards stay unchanged. After 10 paid rolls or completed scratches without an active loan, reputation falls 10 points per turn until it reaches Building (600). A new loan stops this decay. This is a fictional game score.
One active loan at a time. No real money is involved. Upgrade More Loan Time and Lighter Loan Penalty using Gold Residue in the upgrade tree.
Your daily encore
A little luck for your collection. No tickets needed. Rare Keys unlock bonus spins.
What can you win?
Twelve rewards, each with its own chance shown above. The 5-Gem reward starts at 0.1%. Wheel Luck raises it to 2.5%, 5%, then 7.5%. Luck takes chance from the smaller coin prizes, then smaller ticket prizes if needed. Both small coin prizes keep at least a 5% chance. Slice sizes do not represent the odds. A Gold pack gives one Gold instrument card; it does not spend a ticket.
Daily bounty, Daily wheel luck and Key finder are available in the upgrade tree.
Your achievements
Roll, discover instruments, and answer quiz questions. Regular quiz milestones award 2 coins per required correct answer. Tougher challenges award red Rare Coins. Each reward can be claimed once.
Collections count different instruments, even when you have several copies or finishes. Rare encounters count every card of that rarity. Special finish challenges require different instruments currently owned. Older saves credit the rare cards still in your collection.
Trading
Masterpiece locker
A separate collection of unique crystal cards. No rarity tiers, duplicates, selling or sacrifices. There is exactly one Masterpiece for each instrument.
Small chances. Big discoveries.
Collection rarity is a game mechanic, not a measure of an instrument’s musical value.
Instrument rarity
First we choose a tier, then an instrument equally from that tier. These are your current chances per roll.
Five card finishes
Finish is rolled separately from the instrument. Any instrument can be Normal, Gold, Vintage, or Rainbow. Unlock Galactic cards for 250,000 coins; Galaxy Beacon and Deep-space lens improve only their chances.
Halloween check first: 30% Spooked / 70% non-event. Non-event cards then use the normal finish chances below, unchanged. Extra cards use the same separate check.
Non-event card odds = tier chance ÷ instruments in tier × finish chance. Luck improves the chances, but never guarantees a particular pull.
Duplicate sale values
Coins for one duplicate of each rarity and finish, including your current sale upgrades:
Normal ×1 · Gold ×8 · Vintage ×24 · Rainbow ×60 · Galactic ×600.
Sale prices include rarity, finish, Smart trader, finish-specific trader upgrades and Polished Returns. The table assumes no saved fractional remainder; accumulated fractions can add a coin to a later sale. For example, a Rare Gold duplicate sells for 800 coins before upgrades.
Key drops
Any instrument pack can automatically drop exactly 1 Key. Base chance: 5%; Key Finder raises it to 10%. Keys can be used for Card Forge or bonus wheel spins without changing the daily cooldown.
Rare Coins from opening cards
Rare Coin Radar raises the drop chance. Bigger Drops and Rare Floor change the amounts; Rare Coin Jackpot can double successful drops. Values above include your current upgrades.
Gold Residue & spare-change odds
Extra-card rarity and finish odds
Rare or higher cards have a 5% drop chance: Rare 1–3, Epic 2–4, Legendary 3–5, and Mythic 4–6 Rare Coins. Common and Uncommon cards never drop them.
Learn & roll
Start with five tickets. Correct answers earn 2–5 coins before upgrades. Music Scholar raises both the starting reward and streak cap, up to 5–8 coins. Tickets start at 25 coins; Ticket Saver lowers the price.
Collect & trade
Find new instruments and finishes. Sell duplicate copies, keeping the last card of each finish.
Upgrade & discover
Upgrade luck, duplicate sale prices, or question rewards. Save 7,500 coins to unlock the auto-roller.
Progress is saved to your signed-in account. Game coins are separate from your OpenScores account.
Instrument photographs are exclusively from Wikimedia Commons. Image credits and source links are shown on each instrument’s detail card.
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