Roll Treasures is back in Monopoly GO, and if you are planning to push hard during this event, it is worth lining it up with offers like the Monopoly Go Partners Event buy deals so your dice stash does not run dry mid‑board. You start with only four pickaxes, which feels rough, so every tap on the grid really has to matter. Early stages are not too scary though. Levels 1 to 4 use smaller 4x4 or 5x5 layouts, the kind you clear in a couple of minutes while you are half paying attention. They hand out a few dice and some cash, just enough to get you moving, but you will quickly notice that wasting even two or three swings in these "easy" boards can hurt later when the grids get bigger.

Early Levels And Refuel Spots

Once you get into Level 5, the game stops being a warm‑up. That 7x5 grid eats pickaxes a lot faster than you expect if you are just poking random tiles. The key spots to remember are Levels 2, 5, 8, and 11, because these are your refuel boards where rewards are mostly extra pickaxes instead of just dice. You can pull anywhere from a handful to around twenty, and that is what keeps your run alive when the mid‑game turns nasty. A lot of players rush through the early boards, then hit Level 7 with almost nothing left and just stall out. If you treat those refuel levels like checkpoints and make sure you go into each one with at least a small buffer of tools, you are much less likely to get stuck.

The Mid-Game Grind

The real wall usually hits between Levels 6 and 10. The grids get wider, the dead tiles feel more painful, and you are suddenly looking at rewards in the 250 to 500 dice range, so every mistake has weight. Level 7 with its 6x6 layout and Level 9 with a full 7x7 are the two boards that chew people up. Most players who struggle here have the same habit: they tap wherever feels lucky instead of working a pattern. Using a loose checkerboard style, where you only dig on every other tile, helps you cover the map without burning through your tools. It is not about being perfect; it is about not destroying ten tiles just to find out the treasure was sitting in a corner you ignored.

Smart Digging And Treasure Shapes

There is another small trick that saves a shocking number of pickaxes once you get used to it. Look at the shape of the artifact the board wants you to uncover. If it is a three‑tile sword or a four‑tile statue, then you can rule out any gaps on the grid where that shape literally cannot fit. People often dig one random square between known pieces even when there is no way the rest of the item could squeeze in there. When you find part of a treasure, pause for a second and picture how it has to extend. That quick check stops you from wasting hits in awkward one‑tile gaps or tight corners that are clearly too small. It feels slow at first but you get faster, and your pickaxe count drops a lot less.

Late Game Rewards And Extra Help

The last stretch of Roll Treasures is where the whole grind either pays off or just fizzles out. Level 13 is a bit odd, giving a five‑minute Roll Match instead of straight dice, and sometimes it hits big, sometimes it is just okay, but it can set you up nicely for the final board. Level 15 is the big one, another 7x7 grid with 1,000 dice waiting if you clear it, plus a chunk of cash to round things out. Leftover pickaxes turn into dice at three for one, so there is no real reason to hoard them; it is better to push for full clears instead of finishing with a pile of tools. If you really want to maximise events like this, a lot of players keep an eye on sites like RSVSR where you can top up game currency or items when your rolls are low, and combine that with careful digging so the RNG feels a bit less brutal.