Seed tools
How many dice rolls do I need?
50 rolls of a fair six-sided die give enough randomness for a 12-word seed. 99 rolls give enough for a 24-word seed. This page shows why, lets you try other numbers, and explains how to roll so that the count really counts.
Last reviewed:
The answer at a glance
Each roll of a fair six-sided die adds about 2.585 bits of randomness. A 12-word seed holds 128 bits and a 24-word seed holds 256 bits (BIP-39, the standard behind seed words).
| Rolls | Bits (and possible roll sequences) | Enough for |
|---|---|---|
| 10 | 25.8 about 6.0 × 10 to the power of 7 sequences | Not enough for any standard seed |
| 25 | 64.6 about 2.8 × 10 to the power of 19 sequences | Not enough for any standard seed |
| 50 | 129.2 about 8.1 × 10 to the power of 38 sequences | Enough for a 12-word seed (128 bits) |
| 75 | 193.9 about 2.3 × 10 to the power of 58 sequences | Enough for 12 words, not yet for 24 |
| 99 | 255.9 about 1.1 × 10 to the power of 77 sequences | Enough for a 24-word seed (the 256-bit target Coldcard and Keystone use) |
| 128 | 330.9 about 4.0 × 10 to the power of 99 sequences | More than a 24-word seed can hold: the extra is only a safety margin |
Try your own number
Slide or type how many rolls you plan to make. Just the number, not the results.
129.2 bits
Where 2.585 comes from
A die has six faces. One roll picks one of 6 outcomes. Two rolls pick one of 6 × 6 = 36. Ten rolls pick one of 6 to the power of 10 = 60,466,176.
Bits count the same thing in powers of two: 1 bit is 2 possibilities, 2 bits are 4, 10 bits are 1,024. One die roll is worth log base 2 6 ≈ 2.585 bits, because 2 to the power of 2.585 ≈ 6. So n rolls give n × 2.585 bits:
- 50 × 2.585 = 129.2 bits: just over the 128 of a 12-word seed. 49 rolls give 126.7, which falls short.
- 99 × 2.585 = 255.9 bits: the 24-word target.
Why 99 and not 100?
99 rolls give 255.9 bits, a hair under 256. Coldcard and Keystone both use 99 as their 256-bit target. The missing tenth of a bit means about 6% fewer possible seeds, out of a number 78 digits long. If you would rather clear 256 outright, roll 100.
More rolls do not make a bigger seed
A 24-word seed holds at most 256 bits, so 128 rolls still give you a 256-bit seed. The extra rolls only buy a margin in case your die or your throws are a little less random than perfect.
Common mistake: thinking that 24 words protect you however they were made. The word count only sets the maximum. Built from 25 rolls on a dice-only option, a seed holds about 65 bits, even though it still comes out as 24 words.
Why roll dice at all?
Normally your hardware wallet makes the randomness for you, and for most people that is fine. BitBox, for example, recommends its normal setup to most users. The catch is that you cannot check a device's random generator yourself.
In July 2026 that gap mattered. A firmware flaw meant some Coldcard devices did not gather enough
randomness when they made seeds. Coinkite, the maker, says seeds made on the Mk4, Q and Mk5 before the
fix have about 72 bits of entropy rather than the expected 128 bits
, that seeds made on older Mk2
and Mk3 firmware (4.0.1 to 4.1.9) were hit harder, and that updating the firmware does not repair an
existing seed.
The people who had added their own dice rolls were in a different position. Coinkite's advisory says
the flaw does not remove independent entropy that you supplied with dice
, and that with at least
50 fair, independent rolls that were never recorded or exposed, it does not consider the seed at risk
from this issue alone. Dice let you supply the randomness yourself, so your savings do not rest on one
generator you cannot inspect. If you have a Coldcard seed, start here:
- Was my seed affected by the 2026 Coldcard flaw?
- What happened and exactly what to do
- Why three keys from the same maker are not real multisig
Dice can also make things worse
Dice are only as good as the way you use them. BitBox says that creating your own entropy is optional
and does not automatically make your wallet more secure
. Coldcard puts it this way: The resulting
seed is only as strong as the fair, private, and sufficient dice sequence used to create it.
A worn die, numbers you pick instead of throw, results you skip, or a phone camera in the room can leave you with a seed that is weaker, or that someone else knows. If you will not follow the steps below carefully, your device's normal setup is the safer choice.
How to roll so the count means something
Read the whole list before your first roll.
- Use a good die. A well-made one, ideally casino-grade, as BitBox and Keystone suggest.
- Throw it, do not place it. Roll on a flat, stable surface, from a decent height.
- Keep every result. Enter each roll as it falls. Never roll again because you dislike a result, and never make numbers up: sequences that “look random” are not.
- Do not lose count. If you lose track of a roll, stop and sort it out before you go on.
- Make the room private. No phones, cameras or voice assistants nearby. Do not say the rolls aloud or photograph them, and keep the device's screen out of view.
- Rolls go into the hardware wallet only. Never type rolls for a real wallet into a computer or phone.
- Do not keep the rolls. If you noted them on paper, destroy the note once your backup is written and checked. Anyone with your rolls can rebuild the wallet.
- Test the backup before you put money on it. The seed backup checkup walks you through it.
Every device uses dice its own way
The counts on this page assume that each throw of a six-sided die is entered and counted, which is how Coldcard and Keystone describe it. BitBox02 works differently. Your device's own instructions win over this page.
Coldcard (Mk4, Q, Mk5)
Two options. In the normal New Seed Words flow, firmware 5.6.1 (Mk4, Mk5) and 1.5.1Q (Q) and later require some randomness of your own: at least 50 dice rolls, 128 coin flips or 65 key presses with unpredictable timing. The device mixes it with its own generator. Since 5.6.2 and 1.5.2Q you can check that mix on an offline computer.
The Advanced dice option uses only your rolls: the device warns that no hardware-generated
randomness will be included
, and the seed is the SHA-256 hash of your rolls. Coldcard asks for 50
rolls for 128 bits, which it calls the absolute minimum
, and 99 for 256. Since 5.6.1 it requires
50 rolls for 12 words or 99 for 24, and it accepts more.
Keystone 3 Pro
Firmware 1.2.6 or later, under Change Entropy → Dice Rolls. Keystone's guide says:
Roll the casino-grade die at least 50 times. It's recommended to roll 99 times for enhanced
security (256-bit entropy).
The device then builds the seed based on the entropy obtained from
the dice rolls
.
BitBox02
A different method: you use a printed lookup table. Five dice showing 1 to 4 (you roll again any 5 or 6) plus one coin flip pick each word, which is exactly 11 bits. You make 23 words that way, then pick the 24th from the eight valid options the device shows, with three coin flips. That is 23 × 11 + 3 = 256 bits. Because 5s and 6s are thrown again, expect around 170 throws.
BitBox says: Your dice rolls replace normal recovery-word generation; they are not mixed with the
BitBox's normal entropy sources.
The roll counts above do not apply here: follow BitBox's table.
Check yourself
You want a 12-word seed. What is the smallest number of rolls that reaches 128 bits?
50. 49 rolls give 126.7 bits, just short. 50 rolls give 129.2.
Halfway through, you roll three 6s in a row. It looks suspicious, so you throw again. Is that all right?
No. Three 6s in a row are exactly as likely as any other three results. Throwing away results you dislike makes the seed less random. Keep every roll.
A dice-only option turned 30 rolls into 24 words. How much randomness does that seed hold?
About 77.5 bits (30 × 2.585). The number of words is only the maximum; the rolls decide what is really inside. Start again with at least 99 rolls.