Ultrapool Fortune Cookie: What It Does and When to Buy It

The card

SnackSetRarityEffect
Fortune CookieClassicRareA dice rolls more than 95% of its max possible value: split it in two (10 times)

Two things on that card decide everything. It says a dice, and the wiki is explicit that it “only affects Dice balls, and all other balls are unaffected”. And it says 10 times — a cap on how many splits the snack will ever perform. The card does not say whether that cap resets, so assume it is ten for the run.

Snacks are bought at the snack bar, which opens on the Wine Mixer difficulty. Fortune Cookie is a Classic-set snack, so it turns up when Classic is in the shop mix.

Which rolls count

Dice (Common, Classic) reads “Pocket any ball: set this ball’s score to 1~6”, and upgrading raises the top of the range by six per level. “More than 95% of max” is therefore a moving line:

Dice levelRoll range95% of maxRolls that splitChance per roll*
11–65.761 in 6
21–1211.4121 in 12
31–1817.1181 in 18
41–2422.823, 241 in 12
51–3028.529, 301 in 15

*Assuming every value in the range is equally likely, which the card implies but nothing published confirms. The thresholds themselves are just arithmetic from the two card texts; the maximum of 30 is also the target of the in-game achievement “Roll max value (30) on a dice”.

The uncomfortable reading of that table is that upgrading Dice makes Fortune Cookie fire less often, not more, from level 1 to level 3. Levels 4 and 5 claw some of it back because two faces qualify. Upgrading is still correct — a level 5 Dice pockets for up to 30 — but do not buy the snack expecting upgrades to make it trigger more.

What a split gives you

The card says “split it in two” and stops. The wiki adds nothing about what the two halves look like — whether they keep the score just rolled, whether they keep the Dice’s level, or where the second ball appears. Until the developers or the wiki document it, the safe assumption is only what the words guarantee: one more Dice-type body on the table per trigger, up to ten.

Because Dice re-rolls “on pocket any ball”, every extra Dice is another roll every time anything goes in — and another chance at a split. That is the engine: more Dice means more rolls, more rolls means more high rolls, more high rolls means more Dice, until the ten-split cap.

Is it worth buying?

The snack tier list files Fortune Cookie under “build-locked”: excellent inside the one build it serves, a blank card outside it. Concretely:

  • No Dice on the table: do not buy. It is a Rare-priced snack that does literally nothing.
  • One Dice: still marginal. At level 1 you need a 6, and a lone Dice only rolls when something is pocketed. Expect a handful of triggers per run.
  • Two or more Dice, early in the run: buy. Each Dice rolls on every pocket, so the trigger count scales with the number of Dice times the number of pockets. On All Nighter’s 20 rounds there is time to reach the cap.
  • Pair it with pocket volume, not with score. Anything that pockets many balls per shot (multi-ball spawners, the Tiger Roll round-end launch) is more rolls; a multiplier pocket does nothing for the snack itself, though it is where you want the 30s to land.

Full snack text for all 39 snacks is on the snacks page; the Dice level table is on the ball list.

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