Dice Room



Dice Rooms are special rooms that can randomize many elements of the run. Dice Rooms require two keys to be opened, unlike most other special rooms. For a Dice Room to spawn, two things must happen;
 * First, the game must decide that a Sacrifice Room will spawn that floor. This normally has a 1/7 (~14%) chance of happening each floor, but increases to 5/14 (~36%) if Isaac’s total health (filled red and soul hearts) is equal to or greater than his total Heart Containers (including Bone Hearts).
 * Once the game determines a Sacrifice Room will spawn, a Dice Room has a 1/50 (2%) chance to replace it. This chance increases to 27/125 (~22%) if Isaac has two or more keys.

Effects


In addition to whatever else the room holds, there will always be a symbol of one of the sides of a die in the 5x5 center of the room. The amount of pips shown will be between one to six, chosen randomly. When Isaac steps on it, a certain effect will occur that randomizes a certain aspect of the run, dependent on how many pips were on the die face shown. Any given Dice Room can only give this effect once.

The dice numbers and effects are:


 * ⚀ 1 pip - Rerolls Isaac's currently held collectibles into items from the Treasure Room item pool, like the would. Activated collectibles can be changed into passive ones, but passive collectibles cannot turn into activated ones.
 * Rerolls each of Isaac's passive items into a random item from the pool of the room where it was acquired.
 * Only rerolls the items of the character that stepped onto the dice in co-op.
 * Meaning that has to be thrown on the button in order to take effect.
 * ⚁ 2 pips - Rerolls all pickups in the room, like the would.
 * ⚂ 3 pips - Rerolls all pickups and trinkets on the entire floor. This includes shop pickups. Does not reroll pickups or trinkets in the Devil Room, Angel Room, Black Market, or Crawl Space.
 * Pickups rerolled in shops by this effect have a chance to turn into items. If these are active items, they will have no charges when picked up.
 * ⚃ 4 pips - Rerolls any item pedestals on the floor, like would. Does not reroll item pedestals in the Devil Room, Angel Room, Shop, Library, Black Market, or Crawl Space.
 * Item pedestals located in the Shop and the Library are rerolled.
 * ⚄ 5 pips - Rerolls and restarts the current floor, which is the same effect as.
 * ⚅ 6 pips - Combines the effects of the 1-, 3-, and 4-pip rooms. (Rerolls all held items, pickups, trinkets, and pedestal items like the .)
 * Rerolls all held items for all characters in co-op.

Layouts
The following room maps were made using Basement Renovator for cleaner viewing. Note that any pickups in the 5×5 center of the room will be on the die symbol, requiring Isaac to activate the room in order to obtain them unless he knocks them away with explosions of some kind. Given how hazardous some dice room effects can be, this may be the preferred way of retrieving them.

Seeds
8ZCP Y8KK (1-pip room, Necropolis I, far northeast room. Good late game randomizer.) R4V7 603Q (2-pip room on Necropolis II) 8Q88 CP4J (3-pip room on third floor) Q3TZ WQLG (Three 5-pip rooms. Two on the second floor, one in Utero 2. If played with The D6, can become Lord of the Flies and Guppy. Very good run.) KTEJ KLPP (5-pip room adjacent to spawn) HA1A P0SF (6-pip room on second floor)