Roll Hippo — user guide

Roll Hippo turns your phone into a dice tray. You choose the dice once; after that you hold the phone upright, shake it, set it down, and read what it says. This guide covers every screen, every gesture and every setting.

Getting started

Open the app and you are on the picker. If you have saved set-ups already, Roll Hippo asks which one you want to open before anything else — pick one, or choose + New Profile to start from the default: two white six-sided dice.

There are four screens in all, and you will spend nearly all your time on two of them: the picker, where the dice are chosen, and the tray, where they are thrown. The card table replaces the tray when you would rather deal than roll, and the scanner reads someone else's set-up off their screen.

Setting up your dice

The picker: a rack of six dice of assorted kinds and colours, with the editor open showing colour swatches and the kind chips D4 through D20.
The rack holds ten. Tapping a die opens the editor beneath it.

The rack at the top of the picker is your set of dice — two rows of five, filled left to right, up to ten.

When the rack says what you want it to say, tap Roll at the bottom of the screen. That opens the tray with the dice already thrown.

Why ten? The dice drop in from the top of the tray on a grid spaced by their own width, so that no two ever start inside each other. Past ten there is no longer room in a tray this size to do that.

Rolling

The tray, with a D20, two orange D6s, a green D8 and a red D4 lifted off the floor and turned square to the glass to be read.
Settled, turned square to the glass, and read.

Hold the phone upright and shake it. The dice are thrown, they bounce off the walls and off each other, and they settle. There is no threshold to beat and no gesture to learn: the tray is simulated in the phone's own frame of reference, so tilting pours the dice down the screen and shaking throws them, and both are the same reading arriving from the same sensor.

If your hands are full — or if you have turned motion control off — the Throw button at the top right does exactly the same thing. Close takes you back to the picker.

On a phone that has one, the tray taps back. Each knock you feel is a real wall impact, and its strength is the impulse that die actually delivered — so a D20 arriving hard registers harder than a D4 drifting into a corner.

Reading and holding

A die that has settled on a tray held upright is showing its number to the ceiling and its edge to you. It is genuinely there and genuinely unreadable. So once everything has stopped, Roll Hippo lifts the dice off the floor, turns each one until the face it landed on is square to the glass, and lays them out on a grid.

Nothing is chosen when this happens. The face is read off the orientation the physics arrived at, and only then is the die turned so that you can see what it already said.

Holding is what you want for a game where some dice are kept and the rest re-rolled. Throw, tap the ones you are keeping, shake again — the held ones stay exactly as they are.

Three separate sets

The tray holding all ten kinds of die at once, each in a different colour.
Ten dice, every kind, one throw.

The picker can hold up to three separate sets of dice. The dots beneath the rack say which one you are editing; swipe the rack sideways to reach the others.

In the tray, the same swipe moves between them — and each set keeps its own result. A set you are not looking at is not simulated at all, which means the numbers it rolled stay the numbers it rolled. Swiping cannot shake them, and neither can anything happening in the set next door.

A set you have not thrown yet is waiting for you: its dice are already lying on the floor, and it rolls when you shake it or press Throw.

The card table

The card table: a card printed with a green die and a red die lying on the glass, with the shoe behind it.
One card stands for one throw of the dice it replaces.

Swipe the picker's editor panel sideways — or tap the second of the two dots below it — for card mode. Instead of throwing dice, you deal from a shoe in which every card carries one possible outcome of them.

On the table itself, Draw turns the next card over, and a shake does the same if motion control is on.

A shoe is not a pair of dice, and that is the point. It holds every ordered outcome — 1-2 and 2-1 are two different ways for a pair to land, so a deck holding each pair only once would quietly halve the odds of every double. It differs from rolling in the one way a shoe always does: cards are drawn without replacement, so what has gone is gone until the cut comes round.

Saved profiles

The picker with five saved profiles listed below it: Farkle, Backgammon, Craps, D&D and Yahtzee.
The games you actually play, under your own names.

Beneath the editor is Profiles — the set-ups you have saved, each under a name you chose.

Nothing saves itself. Editing the rack changes what is on screen and touches no saved profile at all. The lit profile tells you which one you opened, not that the screen still matches it — so to keep a change, hold the profile down and choose Save.

A profile also remembers which mode it was saved on, so one saved on the card page opens on the card page.

Sharing and scanning

The Share sheet, showing a large QR code with the caption '2 dice' beneath it.
The whole set-up as one square.

The menu button at the top left of the picker has three entries. Share turns the set-up currently on screen into a QR code: every die, its kind and its colour, which page you are on, the shoe you built, and the name you saved it under.

Scan opens the camera and reads one. What happens next depends on the name the code carries:

No network is involved at any point. The code is the data — it is read off the glass by a camera, and nothing is fetched.

Settings

Settings, on the same menu, has two controls.

Motion control

On — which is the point of the app — the phone's own movement drives the tray: tilt to pour the dice down the screen, shake to throw them.

Off, the tray is handed a phone that is holding perfectly still. Down is down the screen and stays there, a shake does nothing, and Throw — or Draw, on the cards — is the whole of the interface. It works exactly as it always did.

This is a real setting rather than an accessibility afterthought. A phone flat on a table, a hand that cannot shake one, a game being played on a train — all of them want the dice and none of them wants the accelerometer.

Haptic strength

How hard the phone taps back when a die hits a wall. Dragging the slider plays each notch back at the strength an ordinary throw would produce, so you are comparing sensations rather than reading a number. All the way down is off.

How the number is decided

Roll Hippo does not pick a result and animate towards it. Each die is thrown with a uniformly random orientation and a randomised speed; from that moment on it is a rigid body in a physics simulation, and where it stops is where it stops. The value you read is read off the die's own orientation once it has settled — the face that finished pointing up, or, for the D4, the face it came to rest on, because a tetrahedron at rest has a vertex pointing at the sky and no face at all.

Three things make that a fair reading rather than a decorative one:

The dice are also bevelled, and collision treats them as the polyhedron inflated by that bevel — which is why they roll over an edge onto the next face instead of landing on a corner and stalling. Real dice are made that way for the same reason.

Privacy

Roll Hippo makes no network calls. There is no account, no sign-in, no analytics, no crash reporting, no advertising and no update ping. Your saved profiles and your two settings are stored on the phone, by the phone, and go nowhere else.

The camera is used for exactly one thing — reading a QR code you point it at — and only while the scanner is open. No image is stored or transmitted.

The app works with the SIM removed and in aeroplane mode, because there is nothing for it to reach — the Android release package is built without the INTERNET permission at all.

The full statement is on Roll Hippo's privacy page: what is stored, what each permission is for, and what the app stores themselves see.

If something looks wrong

Shaking does nothing

Check Motion control in Settings. With it off, the tray deliberately ignores the phone and Throw is the only way to roll. The prompt on an unthrown tray tells you which of the two you are in: it reads "Shake to roll" or "Tap Throw to roll".

A die will not re-roll

It is being held. Tap it once to release it. Held dice survive every throw until you tap them again.

My changes disappeared

Editing the picker does not write to a saved profile. Hold the profile down and choose Save, or use + New to keep the change as a profile of its own.

The screen will not rotate

That is deliberate, and it is not cosmetic. The walls of the tray are fixed to the screen while gravity comes from the accelerometer, so a screen that re-oriented as you tipped the phone would swing the tray out from under the dice while down carried on pointing the same way.