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Guias Anime Dice

Anime Dice How to Trade: the Two-Column Trade Window, Frame by Frame

Anime Dice trading read frame by frame: a two-player window with Ready per side, then Accept, Confirming, Saving and a Completed toast. No prices, no value list.

02/10/2026 Última atualização: 02/10/2026 Fallback em inglês 19 min de leitura

Perguntas frequentes

How do you trade in Anime Dice?
Two players put tiles into a two-column window and confirm. The window's title bar carries both players' names, one on the left and one on the right; each half below holds that side's offer tiles; the green button at the bottom right is your own Ready. Once both halves are marked Ready the same button becomes Accept, and pressing it takes the window through a 0s and Confirming state into Saving... and then closes it, printing Completed in the world. There is no shop, no price list and no trade-value field anywhere in it.
Where do you trade in Anime Dice?
In the hub, the shared area the yellow Hub button opens. The hub carries a floating TRADE world sign between TRAITS and GRADES, hanging over a small stall with an orange and white striped awning, and the clean recording we read this mechanic from opens its window while two avatars stand facing each other under that sign. What our frames do not show is anyone interacting with the stall: no E prompt, cursor or click is captured at the second the window appears.
What are the buttons at the bottom of the Anime Dice trade window?
Two green and red buttons that change with the state of the trade. While any side is unready they read Ready and Decline. When both halves are marked Ready, Ready is replaced by Accept while Decline stays. After Accept is pressed the green button reads Confirming and then Saving... while Decline is still printed beside it. Decline is legible in every frame we captured, but no frame of ours shows it being pressed, so what it does to the window is not something this page describes.
Does the Anime Dice trade window show what a unit is worth?
No. Each unit tile carries a small caption in the form $.../s, which is the same cash-per-second figure the unit's card prints in the Backpack, and that is the only number in the window: no price, no total, no per-tile value, no fee line and no summary row anywhere. This page deliberately reprints no figures at all, because a cash-per-second rate read off a screen is not a trade value, and this site does not publish trade values or rankings of what units are worth.
What happens after both players press Ready in Anime Dice?
The button becomes Accept, and pressing it starts a short sequence rather than an instant swap. Both halves and the button read 0s and Confirming for about one second, then both halves and the button read Saving... for about three seconds, and then the window disappears. At the moment it disappears the world prints Completed under your character, and it stays on screen for about a second and a half. Our frames carry the whole sequence, so the completion is not an inference on this page.
Can you trade gears in Anime Dice?
No frame we have shows a gear inside a trade window, and the Backpack's Gears tab offers no trade control of its own, so we cannot answer this either way. The offer grid in our recording held two kinds of tile, unit cards with a cash-per-second caption and stacked item tiles carrying a count such as x9, so the window clearly accepts more than units. Whether a gear can be placed in it is untested, and the gears page already records that no frame it read shows a trade option for equipment.

How Do You Trade in Anime Dice?

Two players, one window, and both of them have to press the button twice. Trading in Anime Dice is a player-to-player window that opens between two accounts in the same hub server: each side’s offer sits in one half of a two-column panel, each side marks itself Ready, and once both are ready the pair confirms with Accept. There is no shop, no market board, no price list and no trade-value field anywhere in it.

The whole surface of the feature is small enough to print as a table, and every string in it was read at native 1920×1080 off the frames linked below:

As printedWhat our frames show
Ops / Vantablue in the title barthe two players in the trade, one name over each half, each with their avatar beside it
a three-wide tile grid (left half)one side’s offer — unit cards and stacked item tiles, scrollable, holding more rows than fit
a large panel with one tile (right half)the other side’s offer in our recording — a single tile in an otherwise empty half
Ready (green)your own ready action, and the state a half shows once that player has pressed it
Accept (green)the confirm, printed only after both halves are marked Ready
Decline (red)printed beside the green button at every stage we captured
0s, Confirming, Saving...the sequence that runs after Accept
Completed (in the world)the completion line, printed under your character as the window closes

Where Is the TRADE Booth in the Hub?

In the hub, the shared beach area the yellow Hub button opens. The hub carries the game’s world signage in a row of floating signs, and one of them reads TRADE, standing between TRAITS and GRADES and hanging over a small stall with an orange and white striped awning.

The Anime Dice hub with TOWERS TRAITS TRADE GRADES and BEST ROLL EVER floating above the floor, the TRADE sign hanging over a small stall with an orange and white striped awning between TRAITS and GRADES

The hub does not label this as a menu or a button. It labels it the way it labels every other place in the hub: a sign over a structure, from TOWERS at the far left to BEST ROLL EVER at the right.

Watch the hub signage at 9:20

The sign is worth pinning down because it is the thing every “sell guide” written for this search term skips: the row of signs is the map, and TRADE is a place in that row. The stall’s neighbours are documented on this site — the quests and tickets page reads the QUESTS stall a few metres away and its own hub frame shows the TRADE sign opposite it.

What the signage does not establish is the mechanic. In the clean recording this page is built on, the window opens while the local player and another player stand facing each other directly under the TRADE sign, and the second before it opens shows no E prompt, no cursor and no click on the stall. Whether the booth is something you interact with, or simply the place where players meet, is not settled by any frame we have.

The hub walk that puts the TRADE sign, its awning and its neighbours on screen at 9:20

How Does a Trade Actually Start?

Two surfaces in this game issue and receive trade requests, and neither of them is in the clean recording we have of the window itself. Stated plainly, with the source that shows each one:

  • A request list you send from. A panel titled Trading!, with an orange title bar and an X, lists players as a row each: avatar, name, a green cash amount, and a green Send button. Under the panel sits a single control line, Trade Requests: with a green ON. This comes from Default Dyver’s recording of 2026-10-01 — a video we quote for facts only and deliberately take no pictures from, because it burns reaction overlays into the picture elsewhere. What the button prints once it is pressed is not in our frames: in that recording the panel is gone within a fraction of a second of the last frame showing Send.
  • A prompt you accept. A Portuguese-locale recording of 2026-09-30 prints an incoming request as two lines in a small panel — the sender’s name, then enviou-lhe um pedido de troca! — over a green Aceitar and a red Rejeitar. That recording is also excluded from our picture set, so the words are quoted and not photographed.

So the reachable reading is: one player sends a request, the other accepts it, and the two-column window opens for both. What our frames do not contain is the moment between accepting and the window appearing. In the clean recording the window is simply there at 46.2 seconds with both halves already filled, and the seconds before it show the two avatars meeting with no prompt on screen. If you want a frame-level account of the request step, this site does not have one yet — and we would rather say that than illustrate it with a video we have ruled out.

What Does the Trade Window Actually Print?

Two halves, two names, and a grid of tiles each. The title bar is a single blue gradient carrying Ops on the left and Vantablue on the right, each name with its avatar; the local player’s avatar is a square tab clipped to the window’s top-left corner, the other player’s head renders at the right end of the bar.

The Anime Dice trade window with Ops and Vantablue named across its title bar, a three-wide grid of unit and item tiles on the left, a single tile on the right, and green Ready and red Decline buttons

The left half is a scrollable three-wide grid — a fourth row is cut off by the panel edge in this frame — and the right half is a much larger panel holding one tile. Neither half carries a label of its own.

The whole trade, once through: offer grid, both Ready states, Accept, Confirming, Saving and the Completed line, from about 0:46 to 1:05 of this upload

Read the pieces separately, because each one answers a different question:

  • The names. Both halves are titled with a player name, not with You or Them. Which half belongs to whom has to be worked out from the buttons: in our recording the right half is marked Ready while the bottom button still reads Ready, and the button only changes to Accept when the left half is marked too — so the left half is the local player’s and the button is the local player’s own. No frame prints “your offer” on either side.
  • The tiles. The left grid’s first tile is a blue four-leaf item with a x9 count in its corner; the second is a green clover with no caption at all; the rest are unit cards, each with the unit’s full art and a small caption under it. The right half’s single tile carries the same kind of caption. So the window takes items as well as units, and it takes them in stacks.
  • The captions. The form is $.../s — a cash-per-second rate. We verified what that figure is by reading the same account’s Backpack in the same recording: the Backpack’s Units grid prints $.../s under every unit card (visible at 0:01 and again at 1:23). It is the card’s own income line, not a price and not a trade value.
  • What is missing. No price, no total, no fee, no per-side summary, no capacity counter, and no X close button. The only controls on the whole window are the two buttons at its bottom right. A trade you no longer want is not closed with a corner button; the visible exits are Decline and the pair of ready states.

What Do Ready, Accept and Decline Do?

Ready is per side, and the frames walk it through in order. Both halves start unmarked, with the green button reading Ready.

The Anime Dice trade window with the right half washed in translucent green and the word Ready centred over it, while the left grid is still plain and the buttons still read Ready and Decline

The other player has pressed their Ready: their half is tinted and labelled, and your own button is unchanged. This is the frame that proves the state is per side rather than shared.

Watch the one-sided Ready at 0:53

A moment later the local player presses their own Ready, both halves carry the same green wash, and the button underneath changes:

The Anime Dice trade window with both halves washed green and labelled Ready and the green button now reading Accept beside a red Decline button

This is the state that gates the trade: Accept only exists while both halves are marked. It stays on screen from about 0:54 to 0:59 in our recording, which is the whole window a player has to change their mind in.

Watch both halves Ready and Accept appear at 0:58

Decline is printed in red beside the green button in every frame we captured — unready, both-ready, Confirming and Saving.... What it does is not something this page will describe, because no frame of ours catches it being pressed, and the window has no other exit control to compare it against.

What Happens After You Press Accept?

The swap is not instant, and the client narrates it in the window itself before it closes. Three states, each pinned to its own second:

The Anime Dice trade window with both halves reading 0s and a green Confirming button beside a red Decline button

The first state after Accept: both halves and the green button change together, and the only other control on the window is still Decline.

Watch the Confirming state at 1:00

The Anime Dice trade window with both halves and the green button all reading Saving... beside a red Decline button

Saving... replaces Confirming about a second and a half later and holds for roughly two and a half seconds. Then the window is gone.

Watch the Saving state at 1:02

The completion is on screen, and it is the easiest part of this sequence to miss. At about 1:03.3 the window disappears and the world prints Completed under the player, in the game’s white-outlined in-world type, for a little over a second.

The Anime Dice hub immediately after the trade window closes, with the word Completed printed in white outline under the player, the TRADE stall's striped awning behind and the other player still standing nearby

That word is the entire completion signal. No confirmation panel opens, no notification appears in a list, no figure in the window changes; the window is gone and the world says one word.

Watch the window close and Completed print at 1:04

Can You Trade Units, Items or Anything Else?

The window clearly accepts more than units, and that is a frame-level finding rather than a guess: the left grid in our recording holds two tiles that are not unit cards. The first is a blue four-leaf item tile with a x9 count in the corner — the same stack badge the Backpack’s Items tab uses on consumables — and the second is a green clover with no caption beneath it, where every unit tile has one.

Anime Dice trade window detail showing the left offer grid with a blue four-leaf item stamped x9, a green clover with no caption beside it, and unit cards below each printing a cash-per-second caption, with the first tile of the other half's offer at the right edge

Two non-unit tiles in the same grid as the unit cards: consumables are tradeable in the same window. Neither tile is named anywhere on screen — no tooltip appears in any frame — so this page does not name them either.

Watch the offer grid with its stacked item tile at 0:47

That is also the reason the question of gears stays open. The gears page records that no frame it read shows any upgrade, reroll or trade option for equipment, and the Backpack’s Gears tab offers only its five labelled boxes. If a gear could be placed in this window, the grid is the natural place for it; no frame we have puts one there. Treat “gears can be traded” as unverified until a frame shows the tile inside the grid.

The same caution applies to where the offered tiles come from. The window shows no source pane, no Your Backpack header and no picker — the tiles are simply present. Whether an offered tile has to be in your Backpack, or can be pulled back off your plot, is not something any frame of ours establishes.

Do Trade Shards Come From the TRADE Booth?

Cannot be determined from any frame. This is the loose end our own site already flagged, so it is worth stating exactly what the evidence is:

  • Our grades page separates two reroll currencies — Grade rolls spend Gems, Trait rerolls spend Trade Shards — and the reroll priority plan records the shard side as farmed from rolls and progression. That is this site’s existing position on where shards come from, and it does not mention the trade station.
  • Our trade frames show the offer grid holding unnamed stacked item tiles, so the window does accept items. But no tile in any frame is named: no tooltip opens over a trade tile at any second we sampled, and nothing prints the words Trade Shard in the window.
  • The hub’s TRADE stall is read only as signage in our frames. No interaction with it is captured, so we cannot show it paying anything out.

So the honest reading is: shards are spent on the Grades screen, our frames show items flowing through the trade window, and whether the TRADE stall is one of the places shards come from is unknown. If your client shows a shard tile in a trade window, or a payout from the stall, the contact page takes dated screenshots and we will correct this page.

What Could Not Be Determined From These Frames?

Everything below is a real gap, not an oversight:

  • What opens the window. The two request surfaces quoted above are not in our clean recording, and the window appears there between two consecutive frames with no prompt, cursor or stall interaction on screen. Whether the booth must be used, or simply the place players agree to meet, is undetermined.
  • What Decline does. Printed in every frame, never pressed in any of them.
  • Whether the halves are labelled for the reader. Both halves carry player names only. Our reading — left half is the local player’s — comes from the button changing state when the left half readies, not from a label.
  • What the 0s measures. It is printed as a state; we never saw it count.
  • What a request row prints after Send. The Trading! panel is on screen for a few seconds in the one recording that shows it and every row reads Send; the panel closes immediately afterwards, so the post-click label is not in any frame of ours.
  • Where offered tiles come from. No source pane, no picker, no capacity counter.
  • What the tiles were. Two offer tiles carry no name at all in our frames.
  • Whether Trade Shards come from this stall. See above.
  • Whether gears can be offered. No gear appears in any trade grid we read.
  • Whether the window changed in UPD 6. Every picture on this page comes from a recording uploaded 2026-09-26, which predates the current UPD 6 build. The labels are not contradicted by a 2026-10-01 recording, but we have no clean UPD 6 picture of this window, so the page carries no version badge and this line is the disclaimer instead.
  • Anything about prices, values or rankings. Nothing in the window prints one, so there is nothing to read and nothing to compare.

If your client shows the request prompt on screen, the Decline button being pressed, or a named tile inside a trade window, the contact page takes dated screenshots and we will credit them here.

  • Selling units — the other half of the same question: which exit turns a unit into cash, and why the sell stall’s menu is not this window
  • Gears — the equipment system with no trade option in any frame, and the same refusal to rank things the screen does not price
  • Huge and titanic units — the rarity band that dominates trade requests, and where this site declares trading values out of scope
  • Quests and tickets — the hub map the TRADE sign sits on, read off its own frames
  • Grades — where the shards this page could not trace are actually spent
  • Reroll priority — the site’s existing record of where shards come from
  • Unit Index — the 1 in ... odds scale printed on the tiles this window holds
  • Update history — which build each screen on this page was captured in

Sources: every label, state and tile printed here as a picture was read at native 1920×1080 from a no-facecam, no-burned-caption recording; the two further recordings quoted in prose contribute no pictures, and each is named as quoted-only where it appears. The window itself, from its two named halves to the Completed line, comes from Ops Gamer’s 91-second trade clip (uploaded 2026-09-26) — the whole sequence, offer grid to completion, runs from about 0:46 to 1:05 of that upload, and each state screenshot above deep-links to the second it came from. The hub signage is native-read from Cx’s long hub session (uploaded 2026-09-18) at 9:20. Two further recordings are quoted for facts and deliberately excluded from the picture set, because both burn overlays into the picture: Default Dyver’s 2026-10-01 session carries the Trading! request list with its green Send row and its Trade Requests: ON line, and a 2026-09-30 Portuguese-locale recording carries the incoming enviou-lhe um pedido de troca! prompt with its Aceitar and Rejeitar buttons. The upload dates matter here: none of our pictures is UPD 6 evidence, and the developer publishes no changelog for this feature at all.

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