Free to play dice game
| The goal | Race: be the first to 100 points. Vs the bank: grow your bet, then bank it before you roll a 1. |
| Your turn | Roll the die as many times as you like. Every roll has a 1 in 6 chance of a 1. |
| Rolling a 1 | You bust. Race: you lose this turn's points, but your banked score stays. Vs the bank: you lose your bet. |
| Bank | Stop rolling and keep what you have. |
| Race end | When a player reaches 100, everyone else gets one last turn. The highest score wins. |
| Bank payout | 1 roll ×1.19 · 3 rolls ×1.71 · 5 rolls ×2.46 · 10 rolls ×6.13. Each roll you survive adds about 20%. The chance of a 1 never changes. |
| Goal | Have the highest total score when the game ends: your three columns' scores added up |
| Your board | 3 columns (✕ ◯ ▲), 3 slots each. You start with 9 dice in your hand |
| Your turn | Roll one die and place it in one of your columns |
| The end | The game ends the moment anyone places their last die. Highest total wins |
| In a column | Score | With 5s |
| One die | its value | 5 |
| A pair | value × 4 | 20 |
| A triple | value × 9 | 45 |
Different values just add up: 5, 5 and 2 in one column score 20 + 2 = 22. A pair glows blue, a triple gold.
| Knock off | When you place a die, every opponent's dice of the same value in the same column (✕, ◯ or ▲) are knocked off their board |
| Back to hand | Knocked-off dice go back to their owner's hand, to be placed all over again. A big pair or triple is worth more, and is a bigger target |
| Rows score too | On top of your columns. A row is one slot height across your three columns |
| Pair in a row | value × 2 (orange bracket) |
| Triple in a row | value × 6 (magenta bracket) |
| Rows must touch | 3 3 2 scores · 5 1 5 does not |
| Rows shift | When a die is knocked out of one of your columns, everything above it drops down and your rows re-shuffle. The top row is the safe one |
| Both at once | A die can score in a column and a row at once; it gets both outlines |
| The goal | Have the most points at the end of the match. |
| Points | Each round, your pen is a poker hand, and points are relative. The best hand at the table takes as many points as there are players, the next one 1 less, and so on down. |
| Your dice | Five white dice are your flock. The sixth die is the Dog: it decides what you may put in the pen. |
| The Dog's two routes | After every roll you may pen either any number of flock dice that match the Dog exactly, or one set of flock dice that adds up to the Dog's number. One route per roll: never both, and never a mix. |
| Stop or roll | Once you have penned something, you may stop (your pen is your hand) or roll again: every flock die still outside the pen, plus the Dog. |
| Pen nothing | If you pen nothing, because you can't or because you choose not to, a sheep wanders off. You lose one white die and must roll again. You can never stop after a roll you did not pen on. |
| Last die | Lose your last white die and the whole pen is lost: you score nothing this round. |
| The black sheep | A penned 2 is the black sheep, and it is wild: it counts as any number when your hand is scored. The only way to pen one is a Dog showing 2. Out in the field, a 2 is just a 2 for adding. |
| Five of a kind | All five the same |
| Four of a kind | Four the same |
| Straight | 1-2-3-4-5 or 2-3-4-5-6. It beats a full house |
| Full house | Three the same and a pair |
| Three of a kind | |
| Two pair | |
| Pair | |
| No pair | The highest die counts |
| Rounds | In each round everyone takes one turn, and a different player goes first. The match has one round per player, so everyone goes first once. |
| Twice around | A longer match where everyone goes first twice. Pick it at setup (online: the 🔁 Twice around toggle). |
| Ties | Solo: players level on points share a place. Online: a tie on points is a draw. |
| Online | Leave, or go quiet too long, and you are out. With two players, your opponent wins. With more, the others play on and you finish last. |
| Players | 2 to 6, solo or online. |
| The goal | Have the most money after four rounds. Each round, six numbered venues hold a stack of money notes, and the venues are restocked every round |
| Your dice | Eight dice a round. Who goes first moves round the table each round |
| Your turn | Roll every die you have left, pick one value, and put every die showing it on the venue with that number. You can’t split them or hold any back: three 4s means three dice go to venue 4. You are out of the round when your dice are gone |
| Once | When everyone has used all their dice, each venue pays out once |
| The notes | The biggest pile at a venue takes its top note, the next biggest takes the next, until that venue’s notes run out |
| Ties cancel | At the payout, piles level on the same number of dice cancel each other out: none of them takes a note. Two, three, however many are level |
| Not final yet | Until the payout, a tie is only a forecast. The TIE flag and the struck-through rows show what would happen if the round ended now. One more die at that venue breaks the tie and puts that pile ahead, and the other side can answer back. A tie made late, when they have no dice left or no way to roll that value, is the one that sticks |
| Moving up | The piles left are ranked among themselves: if the two biggest tie, the third-biggest takes the top note. When fewer piles are left than notes, the lowest notes go unclaimed |
| Weapon or risk | If you go for a tie, your own pile cancels out along with theirs, so you win nothing at that venue, and the note you denied them goes to whoever is next in line, who may not be you |
| Value keys | Every key is priced before you touch it: WIPES in red if putting dice there would tie your own pile out, a note value if your pile would take one, or NO NOTE if it would not. Selecting a value draws the incoming dice into the venue as dashed outlines and re-ranks the piles live |
| Neutral dice | At a two-player table you each also get four neutral dice a round. They roll and go out with your own (you may even pick a value only they show). Every neutral die at a venue joins one shared pile that scores for nobody, but it ranks, and it can tie you out |
| Why | With only two players, a tie between you costs you both exactly the same, so it could never change anyone’s decision. The neutral pile can tie out one of you without touching the other |
| Ties | Solo: players level on money share a place. Online: a tie at the top is a draw, and stakes go back |
| Online | There is no turn clock, but go quiet too long and you forfeit (90 seconds on a public table). A player who leaves has their dice voided, but their piles stay on the board and can still tie you out. The last player left wins |
| Players | 2 to 5, solo or online |
| The goal | Have the highest cargo and take the pot. Everyone antes into the pot, and everyone gets one turn |
| Your turn | Three rolls of five dice |
| Ship, Captain, Crew | You must secure a 6 (the Ship), then a 5 (the Captain), then a 4 (the Crew), strictly in that order. Secured dice are set aside and the rest are re-rolled. One roll can secure more than one, like a 6 and a 5 together |
| Not yet | A 5 counts for nothing until the Ship is secured, and a 4 nothing until the Captain is. Dice struck through in red are dice you can’t use yet: tap one and it tells you why |
| Automatic | Securing happens by itself the moment a die shows the face you need. Taking the die you need is never worse than leaving it, so the game takes it for you |
| The cargo | Once all three are secured, your last two dice are the cargo: add them together, so 2 to 12. Spend a leftover roll to re-roll both cargo dice (the new cargo replaces the old, even if it is lower), or keep it and end your turn |
| Missing out | Miss any of the three and you score nothing at all. That happens about 46% of the time, so a zero is ordinary rather than a disaster |
| Who rolls off | Only the players level on the highest cargo roll off; everyone else is done. If nobody launched, every seat is level on zero, so every seat rolls off: the same rule, and the common case with two players |
| The roll-off | In seat order, two dice, once each: no securing, no second roll. Highest sum takes the whole pot. Level again and the roll-off repeats between whoever is still level, as many times as it takes |
| The pot | Solo: a practice ante of 30, no coins. Online: a table may set a stake, or play free with no pot. The pot always goes to one player |
| Online | Seats are drawn. A table can play best of 3: it ends once nobody can catch the leader, the first roller moves each round, and a tie on rounds won goes to a roll-off. With the clock on, each decision has 15 seconds; when it runs out your dice stand (your cargo counts if all three are secured, otherwise 0). A player who leaves can’t win or roll off, their ante stays in the pot, and their turns are skipped; the last player left wins. If everyone misses 3 turns in a row, or a whole round passes with nobody rolling, the table is abandoned and stakes go back |
| Players | Solo: you and 1 to 7 computer opponents. Online: 2 to 8 people |
| The goal | Claim three columns and you win. You claim a column when you stop with your marker on its top cell. |
| The board | Eleven columns, numbered 2 to 12. Column 7 is the tallest, because 7 is the easiest sum to roll. Columns 2 and 12 are only three cells tall, because they are the hardest. |
| Your turn | Roll four dice. They pair up three ways, and each way gives two sums. You see them as three cards. Pick a card to move up those two columns. |
| Tap twice | Tap a card to see where it would put you: the board lights up the cells and their column numbers. Tap it again to play it. |
| Both sums | Play as many of the card’s two sums as you can. If only one of them can be played, you choose which: the card says PICK ONE and you can tap either sum. |
| Stop or roll | After each move, stop or roll again. Stop, and this turn’s steps are yours to keep. A marker that stops on the top cell claims that column. It is closed to everyone after that, even players part-way up it. |
| Bust | If no card gives you a legal move, you BUST and lose every step from this turn. Steps you kept on earlier turns are safe. |
| Runners | A runner is a marker for this turn only: the pale ring on the board. You get three each turn. |
| One per column | The first time you play a column this turn, a runner goes there. Playing that column again moves the same runner. So you can move in at most three different columns in one turn, however many times you roll. |
| Playable sums | A sum is playable if you already have a runner on that column, or you still have a runner left to place. When all three are out, every other column is locked for the rest of this turn, and its sum shows NO RUNNER. A roll with only locked columns is a bust. |
| Not a limit | Runners come back every turn. When you stop, they become your kept markers and you get all three back. Over a game you can have markers on all eleven columns. The limit of three is only for one turn. |
| The top cell | Reaching the top is not claiming. A runner on the top cell owns nothing until you stop. A bust takes it away like any other step. |
| The bust gauge | The exact chance, out of all 1296 rolls, that your next roll busts: STEADY, DICEY, RISKY, BRUTAL. With a runner left, it is close to nothing, because almost any sum can start a new column. When all three are out, it jumps: the easiest three columns still bust 8% of the time, and the hardest three bust 56%. Cheap early, expensive late. |
| The goal | Have the highest banked total after the last board. Ties share the place; there is no tiebreaker round |
| The board | One 6 × 6 minefield, shared by the whole table |
| Your turn | Dig one cell at a time, as many as you dare. A safe cell shows how many mines touch it and adds to your pile. Hitting a mine wipes the pile and ends your turn on the spot |
| Banking | Bank at any moment (once your pile has something in it) and the pile becomes score for good |
| The clock | 10 seconds per dig. It refreshes on every dig, so a long run is never cut short, and running it out banks for you rather than busting. It can be switched off (solo at setup, online per table) |
| Points | One row and one column are lit. A dig on a lit line scores 2, the cell where they cross scores 3, and everything else scores 1 |
| What scores | Only the cell you dig. Cells that open up around a 0 score nothing |
| Every turn | The lines are drawn again at random each turn (they can land on the same row or column), and only undug cells light up: a line that has been dug out has nothing left to offer |
| Boards | One board per player, and each player opens one of them. Before every board everyone rolls a die: the board gets 8 + the average roll (rounded) mines, so 9 to 14 on 36 cells |
| Board over | When only mines are left undug, the board ends and a pile in progress is banked |
| No safety nets | Boards are honest: no guaranteed-safe first dig, and no throwing out boards that need a guess. Busting on your very first dig happens on about a third of boards. That is deliberate: if logic always sufficed, a careful player would never bust. The forced guess is the game |
| Online | A player who leaves keeps their score but can’t win, and a pile in progress is lost; the last player left wins. If everyone left lets 3 turns in a row run out without a dig, the match is abandoned and stakes go back. With the clock off, go quiet too long and you forfeit (90 seconds on a public table). Joint winners split the pot |
| Players | 2 to 4, solo or online |
| The goal | Take all twelve of your opponent's pegs. There is no finish line: taking pegs is the only way to win. |
| The board | Three rows of holes: 12, 13 and 12. The middle row is always one hole longer. Each side has twelve pegs, and they all start asleep in their own row. |
| The dice | Two four-sided dice, 1 to 4. A 1 is the dal. |
| The dal | Only a dal can wake a sleeping peg. It stands the peg up and moves it one hole. A sleeping peg can't move at all. No dal and no peg awake? The throw is lost. That happens on 9 of the 16 possible opening throws. |
| The pegs | An awake peg points the way it is going. A sleeping peg lies across its row. |
| Both dice | Use both dice if you can: on two different pegs, or both on one peg as a single move of their sum. If you can't use both, use one. If you can't use either, the throw is lost. |
| The sum | Both dice on one peg is one move, so the peg jumps clean over your own pegs. That is why five of your twelve pegs can move on the opening throw, while a dal alone wakes only one. |
| Your turn | Tap one of your glowing pegs. Every hole it can reach lights up, marked with the die it would use: one die, the other, or both for the long move. Tap a hole to choose that move. Tap it again to take just that move back. When both dice are used, press Play. |
| The route | Your row, to the stern → the middle row, to the prow → your opponent's row, to the stern → the middle row again, round and round. |
| Never home | A peg never comes back to its own row, and there is nowhere for it to finish. You both go the same way along the middle row. |
| Passing | You may pass over anyone on the way: your own pegs and your opponent's. Passing over a peg does nothing to it. Only the hole you land on matters. |
| Landing | On your own peg: not allowed. Exactly on your opponent's peg: it is taken for good and never comes back to the board. |
| No safe holes | A peg still asleep in its own row can be taken like any other. |
| The goal | Sink all five of your opponent's ships before they sink yours. |
| The boards | You each have an 8 × 8 grid, and you can't see your opponent's ships. Each fleet has five ships, 4, 3, 3, 2 and 2 cells long (fourteen cells). Ships may not touch when they are placed. |
| Your turn | Roll 2 dice first. Their total is your pips to spend this turn (see Spending your pips below). Then take your free shot and spend the pips, in any order. You know your pips before you aim: that is why you roll first. |
| The free shot | Every turn has one, with no exceptions. You can't end a turn without it, and it is the reason the game always ends. |
| Scan · 3 pips | A count of the ship cells under a 3 × 3 square. You get a number, not where they are. It clears no fog. |
| Extra shot · 4 | One more tile. |
| Reposition · 5 | Slide one of your ships one cell: up, down, left or right. No turning. |
| Salvo · 8 | Three shots in a straight line. Click SALVO again to turn the line. |
| Unspent pips | Lost. Nothing carries over to your next turn. |
| Where you can scan | The centre of the 3 × 3 must be one cell in from the edge, so the square is always on the board. That means the rim can't be scanned. |
| The scan number | It counts down as you hit ships inside the square, and goes away when nothing is left to find. The cyan frame stays. It is a snapshot: it does not change when a ship slides out of the square. |
| Salvo at the edge | A line that would run off the board is not offered. It is never moved inward for you. |
| Fog of war | Your opponent's water is under cloud. Only shooting clears it, and it stays clear. A cleared tile shows only what is on that tile: a piece of hull, with no front, no back and no direction. You only learn a ship's size when she sinks. |
| Sightings | A tile you have fired on is watched for good. If one of their ships slides onto it, you see her. That is a sighting, not a hit: she takes no damage. But you may fire on that tile again. It is the only way to sink a ship that keeps moving. |
| Cleared water | You can't fire on empty water you have already cleared. There is nothing there to hit, so the click is refused and costs nothing: no shot, no pips, no turn. A salvo line may still cross cleared water. Those cells just do nothing. |
| One heart left | A ship with one heart left can't move. Until then, she can slide away, so finish her off. |
| Your water | The brass target marks on your water are the tiles your opponent has fired on. They stay for good. Slide a ship onto one and they will see her. Plan your repositions around them. |
| Fair play | Solo: your opponent's fleet is locked in at the start. A code for it (its hash) is in your log before your first shot, and the fleet is shown at the end. It shows that the fleet you shot at is the fleet that was always there: it did not move itself out of your way. Online: both fleets are locked in with a code when the table starts, and the end screen checks both codes. |
| Online | Whoever made the table moves first. Leave and your opponent wins. |
| The goal | First car over the line wins. A race is 1, 2 or 3 laps (1 unless the table picks more) |
| Your turn | Pick a gear and roll its die: you move that many spaces. The car in front moves first |
| 1st · d4 | 1–2 · crawl |
| 2nd · d6 | 2–4 · precise |
| 3rd · d8 | 4–8 · control |
| 4th · d12 | 7–12 · commit |
| 5th · d20 | 11–20 · flat out |
| Shifting | You may only go up one gear a turn, but you may drop as far as you like: dropping one gear is free, and every extra gear you skip costs one wear each, paid before you roll. So 4th→3rd is free, 4th→2nd costs 1, 4th→1st costs 2 |
| Your fuse | Your wear budget: six wear a lap, and it never refills. Shifting down hard and blowing through corners (below) spend it |
| Two ways | A corner is three spaces marked with a stop count. You have two ways through it, and both are legal |
| Stop for it | End a turn inside the corner and you bank a stop. Bank as many as the corner asks for and you drive out of it for nothing. Fewer stops give no discount |
| Or pay | Run straight through at any speed. It costs one wear for every space past the corner's last space: overshoot the exit by four and it costs four. One move through two corners pays both bills |
| Worth knowing | That bill does not care about the stop count. Blowing through a three-stop corner costs exactly what blowing through a one-stop corner costs: a three-stop corner is expensive to obey, not to break |
| Spin out | A corner bill you can’t pay makes you spin out: what is left of your fuse is gone, you end up at that corner's last space in first gear, your banked stops are lost, and you sit out four turns |
| Empty fuse | You can still go up one gear or drop one for free each turn, but never skip a gear, and any overshoot spins you out again. Getting home from there means stopping at every corner |
| No sharing | Land on an occupied space and you drop back to the nearest free space behind it, so a slow car in front of you is a real obstacle, and it matters more the fuller the grid. You never drop back behind where you started |
| Exceptions | The finish line can be shared, and finished cars don’t block. Spun-out cars do block |
| Finishing | Solo: the race runs until every car is home. Online: it ends when at most one car is still running; if nobody has finished, the car furthest along wins |
| Online | A player who leaves is taken off the track and ranks last. Turns you sit out are skipped for you. There is no turn clock, but go quiet too long and you forfeit (90 seconds on a public table) |
| Players | 2 to 6, solo or online |
| Driver | 225–300 · slice 200, into the rough |
| 3-wood | 190–255 · hook 180, into the rough |
| Long iron | 163–220 · thin 145 |
| Mid iron | 136–186 · fat 120 |
| Wedge | 60–120 · chunk 55 |
| Putter | on the green only |
| Fairway | every club except the putter |
| Rough | −15% distance, and no driver |
| Bunker | −25%, wedge only |
| Green | putter only |
| Water | +1 stroke, and you drop 50 yards behind it |
The goal: score points with your dice. Race: be the first to the target score (5,000 unless the table picked another). Vs the bank: 600 points in one turn gives your bet back, and more is profit.
Scoring hands, best first:
| Six of a kind (six 1s = 4,000) | 4× three of a kind |
| Five of a kind (five 1s = 3,000) | 3× three of a kind |
| Two triplets | 2,500 |
| Four of a kind (four 1s = 2,000) | 2× three of a kind |
| Straight (1-2-3-4-5-6) | 1,500 |
| Three pairs | 1,500 |
| Three 1s | 1,000 |
| Three 6s | 600 |
| Three 5s | 500 |
| Three 4s | 400 |
| Three 3s | 300 |
| Three 2s | 200 |
| Single 1 | 100 |
| Single 5 | 50 |
Your turn: set aside any complete scoring combo, then roll the rest or bank your points.
A Farkle: a roll with no scoring dice at all. You bust. Vs the bank: you lose the bet. Race: you lose this turn's points, but your banked score stays.
Hot dice: set aside all 6 dice and you roll a fresh 6. Your points carry over.
Scores nothing: a 2, 3, 4 or 6 on its own, or a pair of them (unless it is part of three pairs). Combos count only inside one roll.
Race end: when a player reaches the target, everyone else gets one last turn. The highest score wins.
| The goal | Get closer to 21 than the dealer, without going over. |
| Start | You and the dealer each roll 2 dice. One dealer die stays hidden. |
| Hit | Roll one more die and add it to your total. |
| Stand | Stop rolling. Then the dealer plays. |
| Bust | Your total goes over 21: you lose at once. |
| Dealer | Hits on 18 or less, stands on 19, 20 or 21. |
| Win | Pays 1:1. |
| 21 exactly | Pays 3:2. |
| Push (tie) | You get your bet back. |
You play the house, not the other players. The dealer pays every coin you win, and every coin you lose goes back to the dealer. Nothing ever moves between players.
At a shared table each seat settles with the dealer on its own. So the standings are a scoreboard, not a payout: finishing top of the table wins you bragging rights and XP, never anybody else's coins.
Your rounds add up into a session: one sitting at the table. Coins settle after every round. XP is paid once, when you finish up, and it grows with how the whole session went.
Tap 💵 Finish up between rounds to close the session and see the summary. Walking away while you are ahead is the one choice here the dice don't make for you.
The table plays a set number of rounds (1, 3 or 5). XP is paid when the table ends.
The goal: fill all 13 boxes and score as many points as you can. Solo: score more than 250 to win more than your bet. Online: the highest score wins.
| Ones to Sixes | Add up the matching dice |
| Upper bonus (Ones to Sixes add up to 63 or more) | +35 |
| 3 of a Kind (3 or more dice match) | All 5 dice added up |
| 4 of a Kind (4 or more dice match) | All 5 dice added up |
| Full House (3 of one number + 2 of another) | 25 |
| Small Straight (4 in a row) | 30 |
| Large Straight (5 in a row) | 40 |
| Yahtzee (all 5 dice match) | 50 |
| Chance (any dice) | All 5 dice added up |
| Extra Yahtzee bonus (another Yahtzee, once the Yahtzee box holds 50) | +100 |
Your turn: roll 5 dice. Hold the ones you want and roll the rest. You get 3 rolls in all. Then put the hand in any open box.
No good box left? You may put the hand in any open box and score 0 there.
No jokers: a Yahtzee does not count as a Full House or a straight.
Solo payout: bet × your score ÷ 250, rounded down. A score of 250 gives your bet back, and more is profit. Stake 250 to 1,000.
Online: 2 to 4 players each fill their own card. The highest score wins, and a tie shares the win.
| The goal | Shut as many tiles as you can. Solo: score more than 35 to win more than your bet. Online: the highest score wins. |
| Your score | 45 minus the tiles left open, plus 10 if you shut them all. |
| Tiles | Nine tiles, numbered 1 to 9. They add up to 45. All start open. |
| Roll | 1 die if the open tiles add up to 6 or less, otherwise 2 dice. |
| Shut | Pick open tiles that add up to exactly the roll, and shut them. One tile is fine if it matches the roll on its own. |
| Bust | If no open tiles add up to the roll, your round ends. |
| Shut the Box | Shut every tile for a +10 bonus. |
| Solo payout | Bet × your score ÷ 35, rounded down. A score of 35 gives your bet back, and more is profit. |
| Online | 2 to 4 players, each with their own box. A bust ends only your box. The highest score wins, and a tie shares the win. |
| The goal | Bet on what the dice will roll, and end up with more coins than you started with. Solo: cash out while you are ahead. Online: the table ends after a set number of seven-outs, and whoever is furthest ahead wins. |
| The shooter | Solo: you are the shooter, and you roll with a Pass or Don't Pass bet down. Online: after a seven-out the dice pass to the next player. |
| Come-out | The first roll of a hand. A 7 or 11 wins Pass. A 2, 3 or 12 is "craps": Pass loses. Don't Pass is the opposite bet, but a 12 is a tie for it. Any other number becomes the point. |
| The point | Roll the point again before a 7 and Pass wins. A 7 first is a seven-out, and the hand ends. |
| Odds | Once the point is on, back your Pass bet with Odds. Odds pay true odds: no house edge. |
| Your balance | Bets come off your balance when you place them. Wins are paid straight back. The felt shows each zone's payout. |
| Cashing out | A Pass bet rides once the point is on. Finish the hand before you cash out. |
| Free table | Plays with a play bank instead. No coins move, and no XP. |
| Lay odds | The Don't side's odds. Once the point is on, tap your Don't Pass bet again to lay odds behind it. |
| How lay odds pay | You are the favourite now, so you risk more to win less. On a 4 or 10: lay 2 to win 1. On a 5 or 9: lay 3 to win 2. On a 6 or 8: lay 6 to win 5. Still true odds, no house edge. |
| Lay limit | Lay enough to win up to 3× your Don't bet. A 7 pays it. The point coming back takes it. |
| Come | Like a new Pass bet in the middle of a hand. The next roll is its own come-out. Then it moves to its number and sits on that tile. |
| A moved Come bet | It can't come back down, and it keeps working through the next come-out. |
| Come odds | Tap 🎯 Odds in the tray, then a number where you hold a Come point. That backs it at true odds, up to 3× that Come bet. |
| Come odds on a come-out | They are off. A 7 takes the Come point and a hit on its number pays it, but either way the odds come back unpaid. |
| Don't Come odds | On a Don't Come point the same tap lays odds behind it. Those are always working, come-out included. |
| Field | A one-roll bet on 2, 3, 4, 9, 10, 11 or 12. A 2 or a 12 pays double. |
| Place | Back a number to be rolled before a 7. |
| Hardways | A number rolled as an exact pair (Hard 6 = two 3s). It must come before a 7 or the "easy way" (the same total any other way). |
| Long shots | Snake Eyes (two 1s), Boxcars (two 6s), Ace-Deuce and Eleven are one-roll bets. |
| The goal | Have the most chips when the table ends. It runs for the number of hands you picked. |
| The deal | Every player pays the same ante. Then each rolls five dice that only they can see. |
| A hand | Bet → draw → bet → draw → bet → showdown. In a draw, hold any dice you like and roll the rest. |
| Draws | Everyone draws at the same time. Nobody waits for a turn: nobody can see your dice, so your draw can't change anyone's choice. |
| Betting | No limit. Fold, check, call, bet or raise any amount, or go all-in. There are no blinds, so you may check as your first move. |
| A short all-in | It raises the price, but players who already acted can't raise again because of it. |
| Showdown | The best five-dice hand takes the pot. Each all-in makes its own side pot, so you can only win as many chips as you could have lost. |
| Ties | Identical hands split the pot: dice have no suits. |
| Hands, best first | Five of a Kind · Four of a Kind · Full House · Straight · Three of a Kind · Two Pair · One Pair · High Die. Tap the i at the top of the table for examples. |
| Solo | You play with play chips, so no coins move either way. You still earn XP. |
| Online | Real coins only move online, where the pot moves chips between players instead of making new ones. |
Everyone secretly picks a numbered bee; they fly in lowest first and land on four flower stems. Land the sixth bee on a stem and all five sting you. Fewest stings after ten turns wins.
| The goal | Everyone plays a bee onto the flower stems at once, and whoever lands the sixth bee on a stem takes the whole stem, stings and all. Collect as few stings as you can: after 10 turns, fewest stings wins |
| The deck | Bee cards numbered 1 to 10 × players + 4 (1 to 44 at four players). Everyone gets 10; the next four each start one of the four stems |
| Stings | Every bee carries stings: 1: most bees 2: numbers ending in 5 (5, 15, 25…) 3: numbers ending in 0 (10, 20, 30…) 5: 11, 22, 33, 44, 66, 77 7: the 55 |
| A turn | Everyone secretly picks one bee. All are revealed together, then fly in lowest first |
| Landing | A bee lands on the stem whose top bee is lower than it and closest to it |
| Sixth bee | A stem holds five. Land the sixth and you take those five (their stings are yours), and your bee starts the stem alone |
| Too low | If your bee is lower than every stem’s top, you choose any stem, take all of it, and your bee starts it |
| The end | After 10 turns. Fewest stings wins; a tie for fewest is shared (online, it splits the pot) |
| Online | Everyone picks at once on the table’s 20-second clock (the line along the top). The bee you tap is saved as you tap it: when the clock runs out it flies, CONFIRM or not; tap nothing and your lowest flies. Too low? You get 10 seconds to pick the stem you take, or the cheapest (fewest stings) is taken for you; if your lowest bee was played for you, it is taken at once. Leave and you pick no more bees, your stings no longer count, and your buy-in stays in the pot; if only one person is left, they win. Three turns in a row where every person’s bee is played for them ends the table and every buy-in goes back. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | 2 to 8, solo or online. Solo has no clock |
| The goal | Be the first to bear off (take off the board) all 15 of your checkers. |
| Your checkers | The light ones. You move them from point 24 → point 1. |
| Your home board | Points 1 to 6. |
| A roll | Two dice give you two moves, one for each die. Doubles give four moves. |
| Landing | You may land on a point that is empty, holds your own checkers, or holds exactly one enemy checker. Two or more enemy checkers block it. |
| Hitting | Land on a lone enemy checker to send it to the bar. A checker of yours on the bar must come back in before you move anything else. |
| Bearing off | Once all 15 of your checkers are home, you can bear them off. An exact roll always works. A bigger roll only bears off from your farthest-back point. |
| Using your roll | If you can play both numbers, you must. If only one can be played, it has to be the higher one. The board only lights up moves that obey this, so you can't get it wrong. |
| Gammon / backgammon | Win before your opponent bears off any checker. It is worth bonus XP. |
| Doubling cube | None in this version. |
| The goal | Race all 7 of your pieces around the track and off the board. The first to get all seven off wins. |
| The dice | Roll 4 dice. Each one shows a dot or is blank. Count the dots, then move one piece that many squares (0 to 4). A 0 means no move. |
| Rosette ✦ | Land on a rosette to roll again. |
| Capture | The middle lane is the only lane you share. Land on an opponent's piece there to send it back to the start. The middle rosette is safe. |
| Bear off | A piece needs the exact roll to leave the board. |
| Moving | With a mouse, hover a piece (or your "Not played" stack) to see exactly where it will land. A tap or a click moves it. |
| Solo | Pick your opponent on the game's page: Easy, Medium or Hard. |
| The goal | Race your 5 pieces along the 30 squares. The first to take them all off the board wins. |
| The path | It snakes: row 1 runs left → right, row 2 right → left, row 3 left → right. |
| Sticks | You throw four sticks, drawn as dice: a die with a dot is a light face. 1, 2, 3 or 4 light faces = move that many. 0 light faces = 5, the best throw. |
| Another turn | A throw of 1, 4 or 5 gives you another turn, unless you had no legal move. |
| Landing | Land on a lone opponent and the two pieces swap places. |
| Protected | Two of their pieces next to each other can't be landed on. Three in a row can't be passed. |
| 15 · Rebirth | Where the House of Water sends a piece. If 15 is taken, the first empty square before it. |
| 26 · Beauty | Every piece must land on 26 exactly. No piece may pass it. |
| 27 · Water | Sends the piece straight back to 15. |
| Leaving | You leave with a throw of 31 minus your square. So 26 needs a 5, 28 a 3, 29 a 2, 30 a 1. |
| Online | A played 1, 4 or 5 means you throw again: the board stays yours. A throw with no move passes by itself. Sit idle too long and you forfeit (90 s on a public table). A rematch swaps who starts. |
| Our ruleset | The real rules of Senet are lost, and every version is a reconstruction. Ours follows Kendall, with two changes on purpose. |
| Change 1 | We drop his rule that lets a piece leave square 30 without an exact 1. The sticks throw 1 to 5, so no piece can ever get stuck, and the extra rule adds nothing. |
| Change 2 | You may always pass your own pieces. Only an opponent's wall of three stops you. |
| Goal | Bring all four of your pieces out of the charkoni, once round the cross, and home again |
| The throw | Six cowrie shells. 0 mouths up = 25 · 1 up = 10 · 2–6 up = that number |
| A grace | 0, 1 or 6 mouths up. It lets you bring a new piece out and earns another throw. It is not a bonus move |
| Coming out | Only on a grace — and the piece spends the throw coming out, so a 25 carries it 25 squares |
| The route | Out down your own middle column, anticlockwise round the outer columns, then back up the same middle column |
| Capture | Land on an opponent and it goes the whole way back to the charkoni, to re-enter on a grace |
| Castles | The twelve hatched squares. No capture here, and any number of pieces may share one |
| ⭐ The 25 | Four castles sit exactly 25 from home. Park there, safe, and wait for the throw the game is named after |
| Finishing | An exact throw takes a piece home |
| ⛔ One short | Nothing throws a 1. A piece left one square from home can never come in — the board warns you before you move there |
| Holding | You may always decline to move. Your throw is spent and the turn passes |
| Goal | Throw your dice up the ramp: the farther shelves score more, but a die that rolls off the far edge scores nothing, and a die near the edge is easy for opponents to knock off. Highest total after four rounds wins. Everyone has four dice a round |
| The ramp | Four tiers: ×1 nearest, then ×2, ×3 and ×4 on the far shelf. Past the far edge a die scores nothing |
| Score | Face × tier. Where it rests is your aim; which face lands up is luck |
| Turns | One die each, in turn. The first thrower moves one seat every round |
| Throwing | Press anywhere in the pad (or on the ramp), drag down to pull back and lift to throw. The pull sets direction and strength at once |
| Fine mode | Hold still for a moment mid-pull and the pad slows down (FINE ×4) for careful aiming at almost any power |
| Cancel | Drag back into the small ring and let go. No die is spent |
| Collisions | Dice knock each other. A knocked die keeps its face; only where it sits changes. Knock a rival’s die off the far shelf and that die scores nothing; knock one forward and it may move up a tier |
| Exposed | A die on the ×4 within a die-width of the edge carries a dashed red outline |
| Rounds | When every die has been thrown the round's scores bank and the ramp clears |
| Ties | A shared win: there is no tiebreaker (online, it splits the pot) |
| Online | Each throw has 20 seconds; run out and that die is lost (it scores 0). A player who leaves has their remaining dice skipped, their dice already on the ramp stay there to be hit, they can’t win, and their buy-in stays in the pot. The match ends early when one player is left or no person is. If every person misses 3 turns in a row, the match is abandoned and stakes go back. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | Solo: you and 1 to 3 computer opponents. Online: 2 to 4 |
| The goal | Bet on the symbols you think three dice will show, and come out ahead of the house. Online: the player with the highest net after the table’s last round wins; a tie at the top is shared |
| The bet | Back any of the six symbols, Crown, Anchor, Heart, Spade, Club, Diamond, in any amounts |
| Chips | Tap a chip once to pick its size (1, 5, 10, 25 or 100), then tap symbols. Taps stack. Undo last chip and Clear bets take them back |
| The roll | Press Roll when you’re ready. Three symbol dice settle every bet at once |
| One die | Your symbol on one die pays stake ×1 + stake back |
| Two dice | Pays stake ×2 + stake back |
| Three dice | Pays stake ×3 + stake back |
| No dice | That symbol’s stake is lost |
| The edge | The house keeps 7.87% of every coin staked, on average: 17 in every 216 |
| Solo practice | A 500-coin play bank: no coins or XP either way. The session ends when a roll leaves your bank empty |
| Betting | 2 to 8 players bet at the same time against the house. Lock in when you’re done. Betting closes when everyone has locked or the clock runs out (20 seconds, unless the host turns it off), and chips already down stand. One roll settles the whole table |
| Rounds | A table plays a set number of rounds: 3 unless the host picks 1 to 10 |
| The roller | Each round a different player throws: the dice roll in their dice skin. The server rolls them, so nobody has to press anything |
| Cash or practice | At a cash table you bet your own coins and keep what you win. Nothing moves between players, and the table’s ranking is a scoreboard. Practice tables use play chips: no coins, no XP. A practice bank that runs out stays to watch |
| Leaving | Your chips on the cloth still settle, you rank below everyone still seated, and the table plays on. Miss 2 betting windows and you sit rounds out (no chips are ever placed for you). If nobody stakes a chip for 3 rounds running, the table closes |
| Goal | Bring all four of your pieces round the board and home before anyone else |
| The sticks | You throw four sticks, drawn as dice. Each stick has a flat side and a round side: a die with a dot landed flat side up, a blank die round side up (the board labels each one). Count the dots: |
| Dots | Throw | Move |
| ● | Do | 1 |
| ● ● | Gae | 2 |
| ● ● ● | Geol | 3 |
| ● ● ● ● | Yut | 4 + throw again |
| none (all blank) | Mo | 5 + throw again |
| Another throw | Yut or Mo: move first, then throw again |
| The path | Pieces enter at the start corner (bottom right) and travel up the right edge, round the square |
| New pieces | All four start off the board, and you can have several out at once. After every throw you choose: move a piece that is already out, or bring a new one on by that many stations. To bring one on, tap + New piece on the board (or your player card) |
| Shortcuts | Stop exactly on the top-right corner, the top-left corner or the centre and your next move may cut across a diagonal. Passing over one changes nothing |
| Capture | Land on an opponent and every piece of theirs on that station goes back to the start, and you throw again. A capture made with a Yut or Mo still earns only one extra throw |
| Carrying (stacks) | You can move more than one piece at a time by stacking them. End a move exactly on a station where one of your own pieces stands (a piece entering the board counts too) and you choose Carry together or Keep apart. A carried stack shows ×2, ×3…, moves as one with every throw, and is captured as one |
| Home | A piece is home once it goes past the start corner. Landing on it is not enough; any throw that carries you beyond it is |
| Online | A Yut, a Mo or a capture means you throw again: nobody else is on the clock until you stop. At a 2 vs 2 table the partners share ONE set of four pieces and take turns throwing for it. Leaving retires you and the match goes on; a player who sits idle too long is timed out the same way. A rematch rotates who throws first |
| Goal | Dive for treasure (chips): deeper chips are worth more, but every chip you carry slows you down and uses up the shared air. Get back to the sub to bank what you carry. Most treasure after three dives wins |
| The air | Everyone shares one tank of air: 25 breaths. At the start of your turn it drops one breath for every chip you carry |
| The trail | 32 face-down chips, shallow to deep. Shape shows the level; the value is hidden, even from whoever carries it: Level 1: 0 to 3 Level 2: 4 to 7 Level 3: 8 to 11 Level 4: 12 to 15 |
| Turn back | Once per dive, and only while you carry at least one chip |
| Swim | Roll two dice showing 1 to 3 and move that many minus the chips you carry. Spaces with a diver on them are jumped, not counted. Past the end of the trail you stop on the last free space |
| Treasure | Take the chip you stand on, or leave it. On a blank you may drop a chip to swim faster: it puts back your lowest-level one |
| Dive ends | When everyone is back in the sub, or after the turn whose breath empties the tank. Divers still under water lose everything they carry |
| Sunk chips | Lost chips sink to the end of the trail in stacks of up to three. A stack counts as one chip for air, movement and picking up |
| Next dive | Blanks are removed and the trail closes up. The last diver back starts |
| Winning | Most points after three dives. Tied: most level-4 chips, then level 3, 2, 1; still tied is a shared win |
| Odd cases | If nobody makes it back, the diver after the one who took the last turn starts the next dive. If every diver left under water is empty-handed with nothing left to reach, the dive ends. A stack you were carrying sinks whole. If nobody under water is carrying anything, leaving the last treasure costs the tank 1 breath, so nobody can wait there forever |
| Online | Each step of your turn has a 15-second clock: run out and you lose the rest of that turn. A player who leaves has their diver taken out of the water (anything carried sinks), their score freezes and they can’t win; the last player left wins. When nobody left under water is playing, the dive ends; if everyone misses 3 turns in a row, the match is abandoned and stakes go back |
| Players | 2 to 6, solo or online |
| Goal | Hold the most sausages when the grill is empty |
| The grill | 16 skewers, numbered 21 to 36: #21 to 24 carry 1 sausage #25 to 28 carry 2 sausages #29 to 32 carry 3 sausages #33 to 36 carry 4 sausages |
| The dice | Eight dice showing 1 to 5 and a flame, which counts 5 |
| Your turn | Roll the dice you have left and set aside every die of one face: a face you have not set aside yet this turn. Then roll again or stop |
| Stopping | You need at least one flame set aside. You take the grill skewer equal to your total; or, if a rival’s top skewer shows exactly your total, you steal it; or else the highest grill skewer below your total. It goes on top of your stack |
| Turn ends | When all eight dice or all six faces are set aside, you can’t roll again: stop if you can, or you bust |
| Bust | A roll with no new face to set aside, or a turn that can’t roll again and has no flame or no skewer to take. Your top skewer goes back on the grill, then the highest grill skewer flips out of the game, unless the one you returned is the highest. Holding nothing, nothing flips |
| Winning | The game ends when no skewer is face up on the grill. Most sausages wins; tied, the highest-numbered skewer held. Tied with nothing at all, it’s a draw |
| Online | Each roll, pick and stop has 20 seconds when the turn clock is on, and running out counts as a bust. A player who leaves can’t win, ranks last, and keeps their stack on the table (its top can still be stolen); one player left wins at once. If everyone left misses 3 turns in a row, the table is abandoned and stakes go back. On a staked table the winner takes the pot; a tie shares it |
| Players | Solo: you and 1 to 6 computer opponents, and you go first. Online: 2 to 7 people, and who goes first is drawn |
| Goal | Hold the most chips when the last round at the bank is played. A tie is a shared win |
| The bank | Each round one seat holds the bank, and everyone else bets against it. Every seat takes the same number of turns at the bank: 4 each with 2 players, 3 with 3, 2 with 4 or more |
| Instant win | 4-5-6, any triple, or a pair + 6 |
| Instant loss | 1-2-3, or a pair + 1 |
| Point | A pair + 2, 3, 4 or 5: the odd die is the point |
| Anything else | Means nothing: roll again |
| Betting | Starting at the banker’s left, each seat bets 10, 25, 50 or 100, but never more than its own chips or what the bank still has left to cover. A seat that can’t bet at least 10 sits the round out |
| The banker rolls | An instant win takes every bet; an instant loss pays every bet 1:1. A point means each bettor rolls in turn to beat it |
| A bettor rolls | An instant win or a higher point wins 1:1. An instant loss or a lower point loses. The same point is a push: the bet comes back |
| Out | A seat under 10 chips is out of the match and watches; its turns at the bank are skipped. With fewer than 2 seats left, the match ends |
| Bank order | Solo: the bank moves one seat each round. Online: the order is shuffled for each lap of the table |
| Online | Everyone gets 500 play chips, and the most chips takes the pot; a tie splits it. A bet locks when you tap it (solo, you can change your last bet until the next seat bets). With the clock on, each step has 15 seconds: run out and a bettor sits the round out, and a roll is made for a roller. A player who leaves can’t win, their stake stays in the pot, their bets come back, and their turns at the bank are skipped; the last player left wins. If everyone misses 3 steps in a row, the table is abandoned and stakes go back |
| Players | Solo: you and 1 to 5 computer opponents, with 500 practice chips each. Online: 2 to 6 people |
| Goal | The top score after the final round |
| Final round | Bank to 100 or more and everyone else gets one last turn. Then the top score wins; a tie is shared |
| A throw | Throw both toads. Keep throwing to build your turn score, or bank it after any throw |
| Pose | Score | Double |
| Backflop | 5 | 20 |
| Squat | 5 | 20 |
| Snout-stand | 10 | 40 |
| Leaner | 15 | 60 |
A double is the same pose on both toads: 4 × its score. A toad on its side scores nothing by itself.
| Same side | Both toads on their side, both plain or both spotted: 1 point |
| Split | One plain side, one spotted side: the turn’s points are lost and the turn passes |
| Side + pose | One toad on its side, one in a pose: the pose’s score |
| Two poses | Two different poses: their scores added up (Backflop + Leaner = 20) |
| Double | The same pose twice: 4 × its score (the Double column above) |
| Tangled | A table option: very rarely the toads land touching, and the thrower’s whole banked score drops to 0 |
| Goal | Get five chips in a row: across, down or diagonal. With 3 players, four in a row wins |
| The board | A 6 × 6 grid of numbers: 2 to 9 and 12, four spaces each |
| Your turn | Roll two dice. The total says what you do: |
| 3 to 9 | Put a chip on an empty space showing the total. If none is empty, replace an opponent’s chip there. If they are all yours, nothing happens |
| 2 or 12 | Put a chip on an empty 2 or 12, then roll again (even if there was nowhere to go) |
| 10 | Remove one of your opponents’ chips |
| 11 | Wild: any empty space. On a full board, replace any opponent’s chip |
| Permanent | Chips on a 2 or a 12 can never be removed or replaced, so a 10 or 11 can find nothing to take |
| Nothing to do | Press PASS TURN |
| Teams | Teammates share their chips and race to five in a row |
| A team turn | Both teammates roll and place at the same time. If your teammate takes the space you wanted first, you pick again. The team that opens places just one chip on its first turn |
| The clock | Always on: each player has 15 seconds a step, and running out loses only your part |
| Leaving | If your teammate leaves, you play both parts. The winning team splits the pot |
| Online | With the turn clock on, each step has 15 seconds; run out and you lose the rest of that turn. A player who leaves can’t win, their chips stay on the board, and their stake goes to the winner; the last player left wins. If nobody at the table plays for three turns each, the match is abandoned and stakes go back |
| Players | Solo: you against one or two computer opponents (practice: no coins or XP). Online: 2 to 4 people |
| The race | Five racers run 16 spaces. Each has a die showing 1, 1, 2, 2, 3 or 3. A racer that lands on another goes on top, and a racer carries everyone above it. Higher in a stack is ahead |
| A leg | Every racer’s die comes out once, in random order. Then the leg scores and the dice reset |
| Your turn | Do one thing: take a leg bet, place or move your track tile, roll the next die, or put a race bet card face down |
| Leg bets | Each racer has tiles worth 5, 3, 2 — first come, best tile. At the leg’s end: racer 1st pays the tile, 2nd pays 1, any other costs 1 |
| Track tile | On an empty space (not space 1, not next to another tile): +1 sends a racer one further, on top; −1 sends it back one and underneath. You get 1 coin each time a racer lands on it |
| Roll | Take a ticket (1 coin at the leg’s end) and shake out one die |
| Race bets | A secret card on the overall winner or loser. At the end, the first correct card on a pile pays 8, then 5, 3, 2, and 1 each after that. Every wrong card costs 1 |
| The end | The moment a racer crosses space 16. The leg still scores, then the race bets. Most coins wins; ties share. Nobody drops below 0 |
| The goal | Roll your dice and park them on the faces shown on the cards. Fill every face of a card first and you win it, and its points. The first to reach 40 points wins at once |
| The table | Everyone has six dice. Three cards lie face up; each shows 2, 3, 4 or 6 die faces and is worth 2, 5, 10 or 15 points |
| Your turn | 1. If you like, recall all your parked dice (all of them, or none). 2. Roll every die you have in hand. 3. Park any rolled die beside a card where it matches a face you have not filled yet: one die per face. 4. Press END TURN |
| Parking is optional | A matching die does not have to go down. Parked dice stay put between turns, so a die you park can’t be rolled next turn unless you recall. END TURN brings the rest back |
| Your own copy | Everyone fills their own copy of each card, so your dice never block anyone |
| Dibs! | Fill every face of a card first and it is yours: every die on it (everyone’s) goes home, and a new card flips in, live from the next turn |
| The end | Reach 40 points or more and you win at once. A card only scores on its owner’s turn, so there are no ties |
| Online | With the clock on, each step has 15 seconds (it restarts on every action); run out and you lose the rest of that turn, though dice you parked stay. A player who leaves has their dice taken off every card, can’t win, and their stake stays in the pot; the last player left wins. If everyone misses 3 turns in a row, the game ends with no winner and stakes go back. With the clock off, go quiet too long and you forfeit (90 seconds on a public table). The winner takes the pot |
| Players | Solo: you and 1 to 3 computer opponents. Online: 2 to 4 people |
| The goal | Prizes turn up one at a time, and everyone bids on each one with a secret card. Your bid cards run out, so spend them wisely. Snacks add points, crabs take them away. Have the best score after the last prize. |
| The prizes | 15 shuffled prizes: ten snacks worth +1 to +10 and five crabs worth −1 to −5. One turns up each round |
| Your bids | Every gull holds bid cards 1 to 15. Each round everyone secretly sets one card, then all are revealed together. A card is used once: win, lose or cancel |
| Ties cancel | Bids that tie with another bid are thrown out first |
| Who gets it | If the pile is worth 0 or more, the highest remaining bid takes it. If it is worth less than 0, the lowest remaining bid gets pinched |
| Carry-over | If every bid cancelled, nobody gets it: the next prize joins the pile and the pile's total decides snack or crab. On the last round it goes to nobody |
| The end | After the last prize the highest score wins, but tied scores cancel too, so the best untied score wins. If every score is tied with another, the top scorers share the win |
| Two gulls | Before the game each gull loses 3 random bid cards unseen, and 3 prizes are removed unseen: 12 rounds. Afterwards the removed cards and prizes are shown (a later edition's rule) |
| Online | Every bid has a 15-second clock: run out and the card you selected is played, or your lowest card if you selected none. If every person at the table is played for 5 rounds in a row, the game ends with no winner and stakes go back. A player who leaves plays no more cards, their score doesn’t count, and their buy-in stays in the pot; the last player left wins. Joint winners split the pot. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | Solo: you and 1 to 4 computer opponents. Online: 2 to 5 |
| The goal | Slide your penguins across the ice to collect fish: every floe you leave sinks, and its fish are yours. The ice breaks up behind every move, so avoid getting trapped while you box your opponents in. When nobody can move, most fish wins |
| The ice | 60 hex floes, each with 1, 2 or 3 fish (30 / 20 / 10 of them), shuffled |
| Penguins | 2 players: 4 each · 3 players: 3 each · 4 players: 2 each |
| Placement | In turn order, one penguin at a time, onto any empty 1-fish floe |
| Your turn | Roll the die, then slide one penguin in a straight line in any of the 6 directions, 1 floe up to the roll. It can’t turn, can’t cross open water and can’t cross or land on a penguin. Moving is compulsory |
| The floe you leave | Is yours: you keep its fish, and it sinks |
| Stuck | A player who can’t move any penguin is out: their penguins leave the ice and they keep the floes they stood on. Everyone else plays on |
| The end | When no penguin can move. Most fish wins; a tie goes to most floes; still tied is a shared win |
| The die | On unless switched off at setup; without it, a slide is any distance. A move of 1 is always allowed, so the die never strands you. A penguin marked ✕ can never move again |
| Online | The host picks the die and the turn clock. With the clock on, each step has 15 seconds: run out on a roll or a slide and you lose the turn; run out while placing and your penguin goes on the first open 1-fish floe. With the clock off, go quiet too long and you forfeit (90 seconds on a public table). A player who leaves is out at once: their penguins leave the ice, the floes under them sink, they can’t win, and their stake stays in the pot; the last player left wins. If nobody on the ice plays for three turns each, the game ends: stakes go back if nobody has been knocked out by getting stuck yet, otherwise it is scored as it stands. A shared win splits the pot |
| Players | 2 to 4, solo or online. Who places first is drawn |
| The goal | Have the lowest bill when the last wagon is taken. Your bill = what your trains and single wagons cost, minus 1 for each lump of coal you still hold. A tie for lowest is shared: everybody tied records a win. |
| The yard | 33 wagons numbered 3 to 35. Nine are removed unseen, so 24 are played. |
| Coal | 3 to 5 players: 11 lumps each. 6 players: 9. 7 players: 7. Your coal is hidden from the others. |
| Your turn | A wagon comes up on the table, and you have two choices. Take it, with every lump of coal on it (if any); then the next wagon comes up and you decide again. Or say no thanks: it costs you 1 coal, which goes onto the wagon, and the wagon passes to the player on your left. Whoever finally takes the wagon gets all the coal that was put on it. |
| Out of coal | If you have no coal left, you can't pay to say no thanks, so you must take the wagon. |
| Trains | Each run of numbers in a row is one train, and it costs only its lowest number: 22-23-24 costs 22. A single wagon costs its own number. |
| The end | When the 24th wagon is taken. |
| Online | A 15-second clock is on unless the table turns it off. When it runs out, you say no thanks (or take the wagon, if you have no coal). Leave, and you are skipped and can’t win. |
| Players | Solo: 3 to 7. Online: 2 to 7 people. With two people, a computer player takes a third seat, and the table plays for no stakes. |
| The goal | Work out a safe’s hidden code before the other crackers. Every probe answers with clues you build on; open the safe with the right code to bank its loot. Most loot after 3 safes wins |
| The safe | A hidden 4-dial code, each dial 1 to 6, repeats allowed. Every cracker works the same safe |
| Loot | A fresh safe holds 10. It loses 1 at the end of every round it stays shut |
| Each round | Four dice are rolled for you. Then everyone secretly chooses at once: PROBE or OPEN |
| Probe | Re-roll any of your dice once, then set the faces on the dials in any order. The lock answers only you: ● for each dial exactly right, ○ for each number in the code but on the wrong dial. It never says which dial. Four ● doesn’t open the safe: only OPEN does |
| Open | Set any code; your dice aren’t used. Right banks the loot. Wrong sets off the alarm: you’re caught and sit out the rest of that safe (loot you banked from earlier safes stays yours, and you’re back in for the next) |
| Shared opens | Several right opens in the same round split the loot evenly, rounded down |
| Hints (option) | Turn on at setup: a right dial you hit again (right on an earlier probe of this safe too) answers ● green. It says how many, never which: compare your rows to find them. A new safe starts clean |
| The end | A safe ends when opened, when everyone in it is caught, or after its 10th round. After 3 safes: most loot wins; a tie goes to whoever was caught fewest times; still tied is a shared win |
| One cracker | Solo on your own is a single safe: crack it in as few rounds as you can |
| Online | Each round has a 60-second clock, ending early once everyone has chosen; run out and you pass that round (no probe, no open, not caught). A player who leaves plays no more, their loot doesn’t count, and their buy-in stays in the pot; the last cracker left wins. If every person runs out of time 3 rounds in a row, the table is abandoned and stakes go back. Tied winners split the pot. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | Solo: 1 to 4 crackers (you and up to 3 computer opponents). Online: 2 to 4 |
| The goal | Each round one player sets a line from 2 to 98, and everyone bets whether a shared roll lands UNDER or OVER it. The less likely your side, the more it pays. The biggest chip stack after the final roll wins; tied stacks share |
| The roll | One shared roll a round, 0.00 to 99.99, made on the server the moment the last bet locks in |
| The line | Each round one player, the setter, drags the line anywhere from 2 to 98 and confirms it. Everyone watches it move |
| Betting | Everyone, the setter too, secretly bets UNDER (below the line) or OVER (at or above it) and a stake. Only “locked in” shows until the reveal |
| Payout | A win pays stake × 100 ÷ chance, rounded down, your stake included: no house cut. UNDER 70 is a 70% chance and pays about 1.43×; OVER 70 is 30% and pays about 3.33×. (Solo Dice pays 99 ÷ chance, a 1% house edge; the table pays the full 100 ÷ chance) |
| Stacks | Everyone starts on 1,000 chips. The least you can stake is 10 (or all you have left) |
| Laps | Everyone sets once a lap, in a fresh order each lap, and each lap has a stake cap: 2 players 3 laps (50 / 100 / 200) · 3 players 2 laps (100 / 200) · 4 players 2 laps (75 / 150) · 5–6 players 1 lap (150) |
| The final | One last roll with no cap. Last place sets its line (tied for last: drawn). Then the biggest stack wins; tied stacks share |
| The clock | With the clock on, the setter has 20 seconds (then the line goes to 50) and each bettor 20 seconds (then they sit that roll out). Three rolls in a row where everyone sits out ends the table: stakes go back and no XP is given |
| Leaving | Your stack freezes and can’t win, a bet you haven’t revealed is void, and a buy-in stays in the pot. The last player left takes the table |
| Players | 2 to 6 people, online only. The laps and caps are fixed by how many started |
| The bar | 30 dice in five types, each type with its own six faces. Everyone has a belt and a tray, and starts with 3 menu and 2 chopsticks tokens |
| A round | Draw dice from the bag onto your belt — 8 at 2 players, 7 at 3, 6 at 4, 5 at 5 — and roll them |
| Your pick | Spend any tokens you like, then move exactly one die from your belt to your tray. Picks go one at a time, starting with whoever holds the red belt |
| Menu | Spend 1 token: re-roll any number of your own belt dice. A die can only ever land on a face of its own type |
| Chopsticks | Spend 1 token: swap one of your belt dice with one on any other belt. Both keep their faces — never from a tray |
| Pass it on | When everyone has picked, every belt slides one seat with its dice and the arrivals are re-rolled. The red belt travels too, so the first pick rotates every turn |
| Maki | Most rolls 6, second most 3. Players tied at any place all take the full points; no rolls scores nothing |
| Nigiri | Egg 1, salmon 2, squid 3 — and ×3 on a wasabi. A nigiri you take must ride an open wasabi; one per wasabi. A wasabi left empty scores 0 |
| Sets | Dumpling 2 / 4 / 8, tempura 1 / 5 / 10, sashimi 0 / 6 / 13 per set of three. A fourth starts a fresh set |
| The end | After 3 rounds: most puddings +6, fewest −6 (never at 2 players), ties take the full amount. +1 per 2 unused menu or chopsticks tokens. Most points wins; a tie goes to the most puddings |
| The goal | Be the last player with dice on the board. If nobody is knocked out, the game ends after everyone has had 15 moves and the most dice wins; level on dice, the most pips decides it. Still level is a tie |
| The board | A 5 × 6 grid. Every cell has a limit equal to how many neighbours it has: 2 in a corner, 3 on an edge, 4 inside. The notches on a cell's edges show you which |
| Your move | Add one pip to an empty cell or to a die you already own. You can never directly add to an opponent's die or to a neutral one (a burst can: see below) |
| Bursting | A die never rests at its limit. Push it there and it bursts: the cell empties and sends one pip to each neighbour |
| Capturing | Everything a burst touches becomes yours: opponents' dice, neutral dice, all of it. That is how the board changes hands |
| The chain | A burst can push its neighbours over their own limits, and they burst too. Bursts go off in waves (everything over its limit at once), and the waves speed up as the chain runs |
| The “!” | Marks your dice that are one pip from bursting. Other criticals are not marked: hover a cell to see exactly what your move would set off |
| Knocked out | Once you have moved, holding no dice puts you out. Take every die from everyone who has moved, and you win outright |
| Fair seats | Who moves first is drawn at random. Striking first is a real edge, so later seats get a head start: at 2 players both start with a die on the board, at 3 the last seat does, and at 4 the later seats start with 1, 2 and 3 dice |
| Online | With the clock on, each move has 20 seconds. Running out loses the move but counts as having moved, so a player with no dice is then out. A player who leaves is out at once, their dice turn neutral, and their stake stays in the pot. If everyone still in misses 3 turns in a row, the table is abandoned and stakes go back. A tie splits the pot |
| Players | Solo: you and 1 to 3 computer opponents, a practice table (no coins or XP). Your longest chain and biggest capture are kept as personal records. Online: 2 to 4 people |
| The goal | Be the first mouse to eat 3 cheese with two players, 4 with three or four. You win the moment you eat it, even mid-turn |
| The board | An 11 × 11 yard, walled all round, laid out the same from every corner (turned a quarter each time). Mice start in the corners; cats walk in at the middle of an edge: 2 cats with two players, 4 otherwise |
| Your turn | 4 moves, whatever the table size, one tile at a time. You may end your turn early |
| Pushing | Walk into a block and the whole row slides. Run a row into the wall and it comes round on the other side: that is how a walled-off corner becomes reachable. Dark blocks are fixed, and a push that would end on a cat or a mouse doesn’t move |
| The cats | They chase the nearest mouse and step twice a round, and the pattern shifts one seat each round so nobody is always followed by a cat. They never move at random, so you can read exactly where each one is going: the board shows you |
| Boxing a cat in | Close a cat's last open side and it turns into cheese on the spot, even in the middle of your turn. Cheese blocks cats too, so traps chain |
| Eating | The cheese belongs to nobody until somebody walks onto it. Whoever eats it scores: that is the race, and it is why boxing one in next to a rival is a gift |
| Crushing | Push a block into a cheese and it is gone. Sniping a rival's cheese from across the board is a real move |
| Caught by a cat | You keep your cheese, sit out your next turn and come back near your corner |
| Boxed in yourself | Start your turn sealed in (nothing you can reach lets you push or eat) and your mouse gets angry: for that turn it chews through any block or trap it walks into. Only a mouse walled in by things it can’t chew (dark blocks, cats, other mice, the wall) has no move; its turn is skipped, and if it is still stuck on its very next turn too, it goes back to its corner. Nobody is walled out for good |
| Mouse traps | Optional. Everyone rolls a die at the start and the average sets 4, 8 or 12 traps. Step on one and you are caught, and your turn ends. They can't be pushed directly, but a row of blocks carries one along, even round the edge |
| The long game | If nobody wins in 60 rounds, the most cheese wins; a tie is shared |
| Ways to play | Vs the computer, pass-and-play (everyone shares one device and hands it on at the end of each turn), or online |
| Online | Seats are drawn. With the clock on, each turn has 45 seconds; when it runs out the turn ends and the pushes you made stand. A table may pick a gentler push where only the end block comes round, onto a free tile. Boards sometimes carry coins to collect (about 1 table in 4), and you keep them if you are caught. A player who leaves has their mouse taken off the board; the last player left wins. If everyone misses 3 turns in a row, the table is abandoned and stakes go back. A tie splits the pot |
| Players | 2 to 4, in every mode |
| The board | A 7 × 7 grid of dice, one shared board. Above each column a queue shows the next 3 dice that will drop into it |
| Your move | Swap two neighbouring dice (not diagonally). Only a swap that makes a line of 3 or more of the same face, in a row or a column, is allowed |
| Scoring | Every die in a line clears and you score its pips — three 6s are 18, three 1s only 3. A die in two crossing lines counts once |
| Cascades | Dice above fall, the column refills from its queue, and any new lines clear too — and score for you |
| Extra move | If a line of 4 or more cleared at any point in your move, you move again straight away. Extra moves don't use up a turn |
| No moves | If no swap would make a line, the board reshuffles |
| The end | After 8 turns each. Most pips wins; a tie is shared |
| The goal | Own most of the dice on the board. You can only take dice that touch dice you already own |
| The start | The board is 8 × 7 dice. You start with one die in the bottom-left corner (●). Your opponent starts with one in the top-right (▲) |
| Your turn | Pick a number. All your dice turn to that number. Then you take every free die that touches your dice and shows that number |
| Locked numbers | You can’t pick the number your dice show now, or the number your opponent’s dice show. So 4 of the 6 numbers are open. Keeping the number your opponent needs blocks it for a turn |
| No passing twice | A number that takes no dice is a pass. You can pass, but not two turns in a row while some number would take dice. After a pass, the numbers that take nothing say must take |
| End of a leg | A leg ends when every die is owned. It also ends when each group of free dice touches only one player: that player gets the group |
| The match | Two legs on the same board. Who goes first swaps for leg 2. Your dice from both legs add up. Most dice wins. The same number of dice is a draw |
| Online | Two players. You always see yourself bottom-left. With the clock on, you get 20 seconds a move. Run out and you lose that turn (it counts as your pass). Miss three moves in a row and you forfeit. A draw splits the pot |
| The goal | Catch the most ladybugs on your leaf in 12 rounds. A tie for most is shared |
| The garden | A 9 × 9 garden with a gate in the middle of each edge and one leaf per player, marked ● ▲ ■ ◆ |
| Ladybugs | Walk one square a step in a straight line. At the edge they turn right (if blocked, left; then back). A ladybug that walks onto your leaf is yours |
| The spider | Starts in the centre and walks by the same rules. If it reaches your leaf you lose a third of your ladybugs (rounded down), and it starts again from the centre |
| A round | Everyone secretly places one arrow on a square of the garden, pointing whichever way they choose. All are revealed together. Anything that walks onto an arrow turns to face its way: arrows turn everyone’s traffic |
| Cancels | Two or more arrows on the same square all cancel. No arrow may go on a leaf or on another arrow |
| Three arrows | You may have 3 arrows down; a 4th lifts your oldest |
| The spawn die | Rolled every round, once the arrows are revealed. 1–4 opens the top, right, bottom or left gate, 5 top + bottom, 6 left + right. Then the garden runs 6 steps, and an open gate lets in a new ladybug on steps 1, 3 and 5 |
| The end | After 12 rounds. Most ladybugs wins; a tie for most is shared (online, it splits the pot) |
| The puzzle | A fixed garden and a few arrows in your hand. Place them, then press GO and watch. Nothing is random and nothing new walks in |
| Win | Every ladybug reaches your leaf ● |
| Lose | A ladybug reaches a thief’s leaf ▲ ■, the spider reaches your leaf, or ladybugs are still wandering after 40 steps. Move an arrow and go again: your arrows stay put |
| Walls | A wall between two squares turns a ladybug just like the garden’s edge: right first, then left, then back |
| Holes | A ladybug that walks into a hole is lost (the puzzle fails). The spider falls in too, and is gone |
| Arrows | Not on a leaf, a hole, an arrow or a square something starts on. Grey arrows are fixed. Tap one of yours to pick it back up |
| Stars | ★ solved · ★★ solved with par arrows (the fewest possible) |
| Rewards | Each puzzle pays XP and coins once a day, up to 100 XP and 25 coins a day |
| Online | Everyone plans at once on the table's 20-second clock. Your arrow is saved as soon as you pick a square and a way: change it as often as you like, and when the clock runs out it plays, CONFIRM or not (nothing picked = no arrow). CONFIRM locks it in early. Leave and your arrows stay but your leaf wilts: it swallows ladybugs for nobody, the spider finds nothing there, you can’t win, and your buy-in stays in the pot. If only one person is left, they win. Three rounds in a row with no arrow while others play and you are out; three rounds in a row where nobody plays ends the table and every buy-in goes back. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | Solo: you and 1 to 3 computer opponents, no clock, no coins or XP. Online: 2 to 4 people |
| The goal | Everyone plays a bee onto the flower stems at once, and whoever lands the sixth bee on a stem takes the whole stem, stings and all. Collect as few stings as you can: after 10 turns, fewest stings wins |
| The deck | Bee cards numbered 1 to 10 × players + 4 (1 to 44 at four players). Everyone gets 10; the next four each start one of the four stems |
| Stings | Every bee carries stings: 1: most bees 2: numbers ending in 5 (5, 15, 25…) 3: numbers ending in 0 (10, 20, 30…) 5: 11, 22, 33, 44, 66, 77 7: the 55 |
| A turn | Everyone secretly picks one bee. All are revealed together, then fly in lowest first |
| Landing | A bee lands on the stem whose top bee is lower than it and closest to it |
| Sixth bee | A stem holds five. Land the sixth and you take those five (their stings are yours), and your bee starts the stem alone |
| Too low | If your bee is lower than every stem’s top, you choose any stem, take all of it, and your bee starts it |
| The end | After 10 turns. Fewest stings wins; a tie for fewest is shared (online, it splits the pot) |
| Online | Everyone picks at once on the table’s 20-second clock (the line along the top). The bee you tap is saved as you tap it: when the clock runs out it flies, CONFIRM or not; tap nothing and your lowest flies. Too low? You get 10 seconds to pick the stem you take, or the cheapest (fewest stings) is taken for you; if your lowest bee was played for you, it is taken at once. Leave and you pick no more bees, your stings no longer count, and your buy-in stays in the pot; if only one person is left, they win. Three turns in a row where every person’s bee is played for them ends the table and every buy-in goes back. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | 2 to 8, solo or online. Solo has no clock |
| The goal | Get three foxes in a row (across, down or diagonal). That wins at once. There are no points and nothing is counted: the whole game is turning cubs into foxes and lining the foxes up. |
| The pieces | Every piece is a die showing 1 or 6, nothing else. A 1 is a cub, a 6 is a fox. You start with 86 cubs in your pool. The only way to get a fox is to grow a cub up. You are ▲ on a plain plate, your opponent ■ on a hatched plateyour opponents ■ on a hatched plate and ● on a dotted plate. |
| A turn | Place one piece from your pool on any empty burrow of the 6 × 67 × 7 meadow: a cub, or a fox once you have one. Turns go round the table: you, then each opponent. |
| The nudge | The placed piece pushes every piece around it (all 8 directions) one square straight away. It moves only if the square behind is empty, and never in a chain. A cub cannot nudge a fox; a fox nudges both. Pushed off the edge = back to its owner’s pool, unharmed. That costs them nothing, but it breaks up the line they were building. |
| Your own pieces | ⚠ You push your own pieces too. To join two of yours, place at the end of the pair, not in the gap between them. (The gap works if something behind each one holds it in place, or if you drop a cub between two foxes.) |
| Growing up | Make three of your pieces in a row (any mix) and that line leaves the meadow. Every cub grows up and goes back to your pool as a fox. Every fox in it just goes home. If the three are all foxes, you have won instead. A row of four is two lines: you pick one. |
| All 86 out | No line, and all 86 of yours on the meadow? If they are all foxes, you winall foxes, they must survive a round. You win at the start of your next turn if they all still stand, so each opponent gets one turn to knock one off. If not, take one back: a cub grows up, a fox goes home. |
| Their lines | Only the player who just placed checks for lines. A line your nudge makes for your opponentan opponent waits for their turn. It counts after their next placement, if it still stands. |
| The cap | Rarely, nobody wins in 5040 placements each. Then most foxes (meadow + pool) wins, then most pieces on the meadow, then it is a draw between whoever is still level. |
| Online | On your screen you are always ▲; your opponent is ■■ is the player after you and ● the one after that. The move clock (the host can switch it off) gives 30 seconds a placement and 15 for a choice. Run out and you lose that turn (a choice is made for you). Leave, or miss three turns running, and your opponent takes the game.Leave, or miss three turns running, and the computer plays your pieces. You finish last if you left, or take your seat back if you only went quiet. A seat the computer has taken over can’t win: if its move ends the game, the players still seated are ranked as at the cap. |
| The goal | Everyone aims in secret, then every puck slides at once. Knock your opponents’ pucks off the ring and be the last one with pucks left. (In the Soccer arena, score goals instead: see below) |
| The ring | A raised round ring with no wall. Everyone starts with 3 pucks in a row at their side, each marked with its owner’s shape (● ▲ ■ ◆) |
| Plan | 15 seconds. Drag from any of your pucks toward where it should slide: the arrow shows exactly where it stops on its own. Re-aim freely until the clock ends or you press READY. A puck you don’t aim stays still. Nobody sees anyone else’s aims |
| Power | Drag further for a longer shot. A full shot carries a puck from near the edge all the way to the centre. Tap a puck to take its shot back |
| Reveal | Every aim is shown together for a moment, then every puck launches at once |
| Crash | Pucks slow down as they slide and bounce off each other (all pucks weigh the same). A puck whose centre passes the edge falls off, yours included. What you see is exactly what collides: a puck is drawn at its true size |
| A bout | Ends when only one team has pucks left. If the last pucks all go off in the same turn, it's a tie: with three or four players, everyone still in shares the win; with two, that bout counts for nobody. After 10 turns: most pucks wins; level on pucks → the team whose pucks sit nearest the centre; level on that too, it’s a tie |
| The match | Two players: first to win two bouts, at most 5 bouts (then most bouts won; level is a shared win). Three or four: one bout |
| ⚽ Soccer arena | Pick Arena: Soccer on setup, or when you create an online table. Two pucks each on a walled pitch (a square for four, a hexagon for three, a wide pitch for two) with a goal for every player and one ball in the middle. Pucks bounce off the walls; the glowing corner bumpers kick the ball back toward the middle. Aiming, the reveal and the launch are the same as the ring |
| Goals | Knock the ball into a rival’s goal: +1 to whoever touched it last, −1 to that goal’s owner (an own goal is just −1). The ball wears the colour and shape of whoever touched it last: that is who scores if it goes in. A puck that goes into any goal is benched: it sits out 2 turns in its own net, then comes back on. After every goal, everyone goes back to the kickoff |
| The clock | The first to a score of 3, alone at the top, wins (a goal against you costs 1, so a score can drop below 0); otherwise the best score after 20 turns (the clock turns amber near the end, red on the final turn). Five turns without a goal drops a second ball. Level at the whistle: golden goal for up to 5 more turns, then a shared win for those level at the top |
| 🕳️ Pockets arena | Pick Arena: Pockets on setup, or when you create an online table. Ring Out’s own bout on a board with rails all round and a pocket in every corner (for three players, a hexagon with a pocket between each pair of seats). Pucks bounce off the rails; a puck whose centre drops into a pocket is out, just like falling off the ring. Bank a rival in off a rail |
| Online | Your aims are saved each time you let go of a drag: when the 15-second clock runs out, whatever you set launches, READY or not. Leave takes your pucks off the ring; when only one player is left standing, they win. Three turns in a row where no person aims ends the table and every buy-in goes back. At free tables the host can fill empty seats with computer opponents, once two people have sat down |
| Players | 2 to 4, solo or online. Solo has no clock |
| The goal | Have the fewest pips left on your board after 10 balls. Level on pips → fewer dice left wins. Still level → a draw. Clear every die off your board and the match ends at once (rare). Chipping pips scores nothing by itself: only what is left counts. |
| Your board | 20 dice in a well. Everyone gets the same board. The pips on a die are how tough it is. |
| The five boards | Scatter, Chevrons, Rings, and two with slides: Switchback and Funnel. Pick one on the setup screen, or get one at random. The pips are dealt fresh each match (on Rings, each ring keeps its own). |
| The dice | Each count has its own look. 1 = cream circle · 2 = ice diamond · 3 = gold triangle · 4 = copper 4-point star · 5 = blue-glow 5-point star · 6 = red-glow 6-point spike. |
| Aim | 12 seconds. Drag anywhere on your well to swing the launcher. It swings past level, so you can bank a shot high off a side wall. The dotted guide runs to the first die your ball will touch. Press READY, or let the clock run out: the launcher fires wherever it points. Nobody sees anyone else’s aim. |
| Drop | Every ball drops at once. Each time your ball hits a die, it chips one pip off. (A gentle roll along a die doesn’t count.) A die chipped to 0 pops and is gone, and the ball carries on. The bottom of the well is open: the ball drains out there. |
| Stuck | A ball that comes to rest on a die ticks one pip off it every second, until the die pops and the ball falls on. Each tick counts as a chip. |
| Garbage | Chip enough in one run and you send garbage to every opponent: one pip for each line you cross, onto a random die of theirs (never past 6). Two players: lines at 6, 8 and 10. Three or four: 7, 10 and 12 (but 7, 9 and 11 on Scatter, 8, 9 and 12 on Rings, 8, 10 and 12 on Funnel). The run meter marks your board’s lines. |
| The tray | Garbage that arrives while an opponent’s ball is still bouncing waits in the tray beside their well. It pours in once their ball drains. |
| Online | Your aim is saved each time you let go of a drag. When the 12-second clock runs out, the last aim you let go of fires, READY or not. Every ball starts with the launcher straight down, and that is what fires if you never touch it. Leave, and your board freezes and ranks last (with two players, your opponent wins). Three balls in a row where nobody plays end the table, and every buy-in goes back. Computer opponents fill empty seats only at free tables, once two people have sat down. |
| The goal | Be the first wolf through the gate, or the last one nobody has found. First to 6 points wins. Through the gate first: 2 points. Each wolf your dog finds: 1 point. The last wolf left in a heat also takes the 2. Two wolves through exactly level both score 2. |
| The flock | 14 plain sheep, and one sheep for each player, cross a 16-step meadow to the pen. Each player's sheep is really a wolf. Every sheep has an ear tag and its own lane. Only you can see which sheep is yours (the dashed ring, ▲ YOU). Every heat deals everything again. |
| Your cover | Each round you see a private die: what a plain sheep would do. 1 = graze (stay), 2 to 4 = amble (1 step), 5 or 6 = trot (2 steps). Follow it (◆ COVER) and you move exactly like a sheep. |
| Going faster | You gain ground, but you stand out. Everyone reads the moves, and a sheep whose moves run hotter than dice is the one the dogs come for. SPRINT is 3 steps. Plain sheep never sprint, so a tail shows and everyone sees it. |
| Your dog | Tap a sheep to send your dog at it, or press YOUR DOG first, then the sheep. Tap that sheep again to call your dog back. |
| What the dog finds | A plain sheep: it bolts off the field and your dog goes after it, gone for the heat. A wolf: it is out for the heat, you get 1 point at the end of the heat, and your dog comes back. Nobody learns whose dog it was. If a found wolf still had a dog, one dog chases it off, so there is one dog fewer left. |
| A round | 12 seconds to plan, everyone at once, in secret. Press READY. If the clock runs out, the move you picked plays (your cover if you picked none), and your dog stays with you. Then the dogs run (all at once), then every sheep moves together. The marks behind each sheep show its last move: a bar = grazed, one to three chevrons = steps. |
| The last stretch | The final 3 steps before the gate (the row of flowers). A wolf there can sprint through next round, so this round is the last chance to send a dog at it. When yours is the only dog left, nobody can stop you: run. |
| Ties | If two players reach 6 at once, most points wins. If still level, whoever won that heat. Otherwise, play one more heat. |
| Online | Everyone plans at once on the table's 12-second clock. The move you pick is saved as you pick it: when the clock runs out it plays, READY or not. Your dog only runs if you pressed READY. Nobody ever learns whose dog it was. Leave, and your wolf slinks off the meadow at the next round (with two players, your opponent wins). Found this heat? You watch until the next one. Four rounds in a row where nobody plays end the table, and every buy-in goes back. Computer opponents fill empty seats only at free tables, once two people have sat down. |
| The goal | Have the most sandwiches + visible blanket squares when the last blanket is down. Everyone starts with 30 sandwiches. Level on that → the most sandwiches wins; still level → a shared win. Squares hidden under newer blankets don’t count |
| Your blankets | Each player has a pile of 2-square blankets in their own pattern: 15 each with 3 players, 12 each with 4 (2 players: see below). The game ends when every blanket is down |
| Your turn | Steer the goat: straight on, or a quarter turn left or right, never a U-turn. Then roll the die (it reads 1, 2, 2, 3, 3, 4) and the goat walks that many squares |
| The edge | Walking off the lawn, the goat follows the loop round into the next lane and comes back in facing the other way; the loop itself isn’t a step. In the top-left and bottom-right corners the loop brings it back onto the same square, turned a quarter |
| Pay | Stop on an opponent’s picnic and you pay them one sandwich for every square of that picnic: the blankets of that one pattern joined edge to edge under the goat. Grass, your own blankets and a knocked-out player’s blankets are free |
| Lay | Then lay your next blanket (2 squares) with one square touching the goat’s square, never under the goat. It may cover grass and halves of other blankets, but never exactly one whole blanket (those spots show ✕) |
| The preview | While you steer, each heading shows where the goat could stop (1 to 4 steps), how likely each is (1/6 · 2/6 · 2/6 · 1/6) and what each stop would cost you. A stop marked ⊘ OUT costs more than you have |
| Can’t pay | If you can’t pay in full you hand over everything and you’re out: your blankets stay on the lawn but turn grey: they charge nobody and score nothing. When only one player is left, they win at once. (Rare) |
| Two players | Each of you has two patterns, 24 blankets shuffled into one pile. Each pattern is its own picnic. Your next blanket is shown at the start of your turn; your opponent’s shows “?” until theirs |
| Online | Who goes first is drawn. With the clock on (it is unless the table turns it off), you have 30 seconds to steer and roll, then 30 to lay; run out and the goat goes straight on and your blanket is laid for you. Three timed-out turns in a row and you forfeit; if every person goes quiet that long, the table is abandoned and stakes go back. Leave and your blankets turn grey at once, you score nothing, and if only one person is left they win at once. A shared win splits the pot. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | Solo: you and 1 to 3 computer opponents. Online: 2 to 4 |
| The goal | Have the most points after 8 rounds. Level on points → more pips left in your fort wins; still level → a draw |
| Your fort | A king in your corner behind a wall of brick dice (the square: 6 bricks of 3 pips; the triangle, for three players: 4 bricks of 4 pips). Your fort is always drawn bottom-left |
| Each round | Everyone plans at once, in secret: tap anywhere to aim your shot there (it leaves from your corner; keep your finger down to fine-tune, or drag ✥), and drag ⇆ to slide your shield along its curved track. READY locks it early; when the 12-second clock runs out your plan fires as it stands |
| The flight | Every shield is revealed, then every ball flies at once for 4.5 seconds, bouncing off walls, solid corners, shields, dice and each other. Your own shield lets your ball through |
| Scoring | An opponent’s brick: −1 pip, +1 point. Your own brick: −1 pip, no point. A brick at 0 crumbles. An opponent’s king: +3 and your ball stops. Your own king catches your ball: it stops, 0 points |
| Spent | A ball that has hit 2 bricks (yours count) is spent: it stops and leaves play |
| The aim line | The dashed line shows the first eighth of your flight, straight, and stops early at the first wall, die or solid corner it would touch. It never shows shields or other balls |
| Open kings | A dashed ring round a king means a straight shot can reach it past the bricks. Last round, the rings go solid white |
| Online | Your aim and shield are saved as you move them: when the clock runs out, whatever you have set flies, READY or not (untouched, last round’s plan flies again). Leave and a computer opponent plays your fort: you can no longer win, and your buy-in stays in the pot. If only one person is left, they win. Three rounds in a row where nobody plays ends the table and every buy-in goes back. A draw splits the pot. Computer opponents fill empty seats only at free tables, once two people have sat down |
| Players | Solo: you and 1 to 3 computer opponents, a practice table (no coins or XP). Online: 2 to 4 people |
| The goal | Fewest strokes after 5 holes. Being first into the cup on a hole gives you a flag ⚑. Flags break a tie on strokes at the end of the game. Still even on both, it's a draw. |
| All at once | Everyone plays the same hole together. There are no turns: whenever your ball has stopped, you may shoot again. Every shot is a stroke. |
| Shooting | Drag from your ball to the spot where it should stop, and let go. On flat felt it stops right there. Slopes, sand and walls still bend it. Past about a hole-width the drag counts triple, so full power fits your screen. The drag can start anywhere on the course or the swing pad. A ring marks the stop. |
| Other aim modes | Push forward or pull back: there, the length of the drag is the power. Pick a mode on the setup card, or tap the Aim chip above the swing pad at any time, online too. |
| The gauge | The gauge at your ball fills as you pull: blue → green → yellow → red at full power. The meter shows how far the ball would roll on flat felt, in hole-widths. |
| Bumps | Balls bounce off each other, from the very first shot. Solo: a setup option makes first shots pass through. A ball passes through the others until both have been played and are apart, and it is see-through until then. Online: balls always bounce. Knocked into the cup by an opponent? You are in, free. A ball in the cup is safe. |
| The cup | A slow ball drops in. A ball that is too fast or off-centre rides the rim. LIP OUT: it rolls away. HORSESHOE: it goes nearly all the way round and comes back at you. LIPPED IN: it rides the rim, then drops. A fast ball through the middle can roll right over. |
| Ending a hole | The first ball in takes the flag ⚑ and starts a 25-second countdown for everyone else. A hole also ends at 75 seconds, or when every ball is in. A ball not in scores 8. A ball that stops after its 7th stroke is picked up, and also scores 8. |
| Stop dots | Every rolling ball shows a faint dot where it will stop. Near the cup the dot sits on the cup, so the rim can still surprise you. |
| Getting one | Roll through a spinning pickup die to get the power-up on its face. You hold one at a time: a new one replaces it. One you haven’t used comes with you to the next hole. |
| Using it | Tap the bubble to arm it for your next shot. DICEMAKER goes off the moment you tap it. ICE WALL, LANDMINE and SUDDEN BUNKER, tapped while your ball is rolling, drop right where it is. |
| ICE WALL | A short wall of ice grows behind your shot. The first hit cracks it, the second shatters it. It melts after 20 s. After 16 s, any hit shatters it. |
| REPEL | Pushes other balls away from yours while it rolls, and for 3 s after. |
| LANDMINE | Left where your ball was. Any ball that touches it, yours too, is blasted away. |
| AIM LINE | Shows your whole path, with its bounces. |
| SUDDEN BUNKER | Three sand patches land along your path, never right by the cup. |
| DICEMAKER | Goes off at once. Every other ball becomes a die and curves: a rolling one right away, a resting one on its next shot. |
| Online | 2 to 4 players on one course, and nobody waits for a turn. Your ball starts a moment after you let go: the table times every shot, so every screen sees the same roll. A ring pulses on your ball until then. Leave mid-match and the computer plays your ball on, and you can no longer win (with two players, your opponent wins at once). On a free table, computer opponents can fill the empty seats once a second player is in. |
| The goal | Have the most gold after two epochs. Gold only comes from your castles, when the valley fills up. Level on gold: fewer castles used wins. Still level: a shared win |
| Your turn | Do one of three things: place a castle on any empty plot · roll the two dice and place what they show · play your secret tile |
| The roll | The fate die decides what the tile is: a ring is a harvest (3 faces), a shield is a bad omen (2 faces), the star draws a special (1 face). The value die says how much: harvest +1 to +6, omen −1 to −6. You must place what you roll, so an omen goes where it hurts an opponent most |
| Specials | Each epoch’s bag holds five: Mountain ×2: cuts its row and column in two, each side scores on its own · Dragon: cancels every harvest in its row and column sections (omens still count) · Gold Mine: doubles its row and column sections, omens too · Wizard: every castle next to it counts one rank higher. Rolling the star when the bag is empty rolls the fate die again |
| Your secret | Each epoch you get one hidden harvest (+1 to +6) only you can see. Play it on any turn instead of rolling |
| Scoring | When the last plot is filled, every castle scores (its row section + its column section) × its rank in gold. It can be negative. The pill on each castle shows what it would score right now; the edge strip shows each section’s total |
| Castles | Ranks 4 ×1, 3 ×2, 2 ×3 and rank 1 (×3 at three players, ×2 otherwise). Ranks 2–4 are gone for good once placed, so keep some back for epoch 2. Rank 1 castles come back |
| Epoch 2 | A fresh valley, gold carried over, a new secret each, the bag refilled, and the next player starts. Two players play a 4×5 valley |
| Online | Two to four people, and on a free table bots can fill the empty seats. One step at a time: a castle, a roll then its place, or your secret. On a public table, go quiet for 90 seconds and a bot plays for you until you tap Take my seat back; Leave and a bot plays your seat out, and you finish last. A private table waits for you: after two days the others may claim the game (with two players, the win; with more, your seat is retired and they play on). A retired seat's castles stay and still score, but it cannot win |
| The goal | Have the most acorns in your stash after two legs. Both legs add up. Level on acorns: a shared win |
| The log | Six holes on each side and a stash at each end. Yours are marked ● with a solid rim: the near row on a PC, the left column on a phone, with your stash at the right-hand end (the bottom bar on a phone). Your opponent’s are ◇ with a dashed rim |
| The setup | Six dice are rolled once per match. Hole 1 to 6 on both sides gets that many acorns, so both sides start the same |
| A move | Scoop every acorn out of one of your holes and drop them one at a time into the next holes counter-clockwise: your holes, your stash, your opponent’s holes, and round again. Your opponent’s stash is skipped |
| Go again | If your last acorn lands in your stash, you move again |
| Grab | If your last acorn lands in an empty hole on your side and the hole opposite has acorns, that acorn and everything opposite go to your stash |
| Leg end | As soon as either side’s six holes are all empty, each side stashes whatever is left on its own side |
| Two legs | Leg 2 replays the same roll with the start swapped: you start leg 1, your opponent starts leg 2 |
| Preview | Before you scoop, the log shows where every acorn will drop and what the last one does. On a PC, hover a hole to see it and click to scoop. On a phone, tap a hole to see it and tap it again (or SCOOP) to scoop |
| Online | Two people. Whoever sits first starts leg 1. A go-again keeps the move yours, nobody else is on the clock. Your log is always at the bottom (the left column on a phone). Sit idle too long and you forfeit: 90 seconds on a public table, two days on a private one. A rematch swaps who starts, on a fresh roll |
| The goal | Plant your flag on 6 spaces (7 with three players). Reach it at an autumn count and you win at once. If nobody gets there, the most flags after round 10 wins. Level on flags: a shared win |
| The map | A ring of spaces around the Hill. Each player has 3 home spaces in a row; the spaces between homes are free. With 2 players the Hill touches every space. With 3, it touches every middle home and every free space, and every space also touches the spaces two along the ring (the curved roads). A space holds one unit and one flag |
| Who is who | Every player has a shape: ●, ▲ or ■. Solo you are ●; online your shape is your seat’s, and your card shows it. Units, flags, homes and arrows all carry it |
| A round | Give each of your units one order, in secret. Then press SEAL ORDERS. When everyone has sealed, all orders are shown at once and happen together |
| Hold | A unit with no order holds (a dashed ring and H). Sealing with no orders at all is fine |
| Move | Tap your unit, then a space next door. Tap an opponent next door to attack it. A lit space shows what the tap does: → a move, +1 a back, ✕ clear |
| Back | Tap your unit, then another of your units: you back whatever it is doing (+1 strength). A backer must touch the space the move goes into. If it can't, you see ⊘ and why. To back an opponent who holds, tap it a second time. You can never back an opponent's move |
| Clear | Tap your unit, then tap it again: it holds. On a PC you can also click an arrow to clear it |
| Strength | A move or a hold has strength 1 + its backers; each of your arrows shows its number. The strongest move into a space goes in. 1 against 1 always bounces: to win a fight you need a backer. Tap a space one of your units is already moving into, and your next unit backs that move (+1) instead of moving in too |
| Pushed out | If a stronger move comes into your space, your unit is pushed out and leaves the map. You can never push out your own unit |
| Cut | If a unit that backs is attacked, its backing is cut. The unit it backs a move against cannot cut it |
| Seasons | Round 1 is spring, round 2 autumn, and so on. Flags change only at the end of an autumn: whoever stands on a space plants their flag there. Then your units become as many as your flags: new units appear on your empty home spaces that still fly your flag |
| Last round | Turn on Last round’s orders to see everyone’s orders from the round before. Reading your opponents is the whole game |
| Online | Two or three people, and on a free table a computer opponent can fill the empty seat. Everyone writes at once. On a public table each round has 45 seconds (the clock is on the SEAL button). Your orders are saved as you tap, and when time runs out they go in as they are: a unit with no order holds. Tap SEALED to change your mind before the round resolves. Let the clock run out twice in a row with nothing saved and the computer writes for you until you tap Take my seat back; Leave and it plays your seat out and you finish last. A private table has no clock and waits for everyone: after two days, a player who has sealed may claim (with two players, the win; with three, the quiet seat is out and the others play on). An out seat’s units stay and hold and its flags stay, but it cannot win |
| The goal | Climb one of your crabs onto a tower of height 3. With two players the match is two games, and who goes first swaps for game 2. Win both games to win the match; one win each is a shared win. With three players it is a single game |
| The beach | A 5 × 5 grid. A cell is bare sand or a tower: a die whose face is its height, 1, 2 or 3, with a step of sand per level. A crab standing on a tower shows its height in a chip at the corner. A 3 with a bucket on it is closed for good |
| Setup | The starting player places both crabs on any empty cells, then the next player, and so on. Placing is final. Who starts the first game is drawn at random |
| Your turn | 1. Step one crab to any of its 8 neighbouring cells with no crab and no bucket: up at most one level, down any amount. 2. Build on a cell next to the crab you moved (the cell it left counts) with no crab and no bucket. It grows one level (sand → 1 → 2 → 3), and building on a 3 caps it with a bucket |
| Win | Step up onto a tower of height 3 and you win at once, with no build |
| Stuck | If neither of your crabs can step at the start of your turn, you lose. With three players you are out instead: your crabs leave the beach, the others play on, and the last crab standing wins |
| Rings | A crab of yours on a 2 rings every free 3 next to it: that is a climb you threaten. Two rings at once and your opponent can only cap one. Your opponents’ threats are not ringed (spotting them is the game), except an Easy opponent’s, shown dashed with its symbol |
| Reading it | ● is you; ■ and ◆ are your opponents. A solid lit cell is a step (↑ up, ↓ down, = level, WIN); a dashed one is a build (→ the new height, CAP for a bucket). UNDO takes your step back until you build. Waiting crabs half-close their eyes |
| Online | Two or three people. With two it is the two-game match; at a free three-seat table one computer opponent can take the third seat. Who starts the first game is drawn at random. Leave with two players and your opponent takes the match at once. With three you are out: your crabs leave the beach, the others play on, and you finish last. On a public table a player who goes quiet for 90 seconds is treated as leaving. A private table waits for you: after two days the others may claim the game. A match that ends one win each shares the pot |
| The goal | Be first to 61 points, or 31 in a Quick game. The game ends the moment anyone reaches it, even in the middle of a hand |
| The tiles | 28 dominoes, every half a die from blank to 6. With 2 players you get 9 tiles, with 3 you get 7, with 4 you get 5. The rest is the boneyard |
| A turn | Play one tile that matches an open end of the line. If you can play, you must. If nothing fits, draw from the boneyard one tile at a time until something does; when the boneyard is empty, pass |
| Scoring | After your play, add up the open ends. If the total is a multiple of 5 (5, 10, 15 …), you score it |
| Doubles | A double is laid crosswise and counts both halves while it is on an end |
| The spinner ✦ | The first double played is the spinner. On its own, or with one side still empty, it counts both halves. Once both its sides hold a tile, its top and bottom open too, and each counts once a tile is on it |
| Going out | Play your last tile and you score every opponent’s pips, rounded to the nearest 5 |
| Blocked | If nobody can play and the boneyard is empty, the player with the fewest pips scores everyone else’s, rounded to the nearest 5. A tie for fewest scores nothing |
| Who leads | Hand 1: whoever holds the highest double leads it (if nobody holds a double, the heaviest tile). After that, the winner of the last hand leads any tile |
| Online | Two to four people, and on a free table computer opponents can fill the empty seats. Nobody sees your hand, and you see nobody's, until a hand ends. On a public table, go quiet for 90 seconds and the computer plays for you until you tap Take my seat back; Leave and the computer plays your seat out, and you finish last (if it reaches the target, the best of the rest wins). A private table waits for you: after two days the others may claim the game (with two players, the win; with more, your seat is out, its tiles go back into the boneyard, and they play on) |
| Preview | Pick a lifted tile and only the ends it fits light up, each showing the total it would make (★ if it scores). On a PC, hover a lit end to see the tile there and click to play. On a phone, tap a lit end to see it and tap it again to play |
| The goal | End the game with the most sheep. Level on sheep: the most pens wins. Still level: a shared win |
| The field | A 5 × 5 field of pens with a fence post at every corner: 60 gaps to fence. Before the game a die is rolled into every pen. Its number is how many sheep that pen holds |
| A turn | Build one fence on any empty gap between two posts, the edge of the field included |
| Claim | If your fence closes the fourth side of a pen (or of two pens at once), you take their sheep and you must build again. One turn can run through a long chain of pens |
| Pass | If your fence closes nothing, the turn passes to the next farmer |
| The trap | A fence that builds the third side of a pen lets the next farmer close it. Late in the game every gap does that, and the question is which pens to hand over |
| The end | When all 60 fences are built, every pen is claimed. A claimed pen shows its owner's colour, pattern, badge and flock |
| Who starts | Drawn at random each game, then play goes round the table |
| Warnings | With ⚠ Warnings on, every gap that would open a pen shows a dashed amber line, and the gap you point at says what it opens at most: a careful opponent may take less on purpose. Turn them off in the fence panel |
| Building | On a PC, point at a gap to see it and click to build. On a phone, tap a gap to select it, then tap it again or press BUILD FENCE |
| Online | Two to four people, and on a free table computer opponents can fill the empty seats. Who builds first is drawn at random. On a public table, go quiet for 90 seconds and the computer builds for you until you tap Take my seat back; Leave and the computer plays your seat out, and you finish last. A private table waits for you: after two days the others may claim the game (with two players, the win; with more, your seat is out and they play on). An out seat's pens keep their sheep, but it cannot win |
| The goal | End with the most points. Points come from prizes (the most of a flavour) and from the dice you eat. Level on points: the most kept dice wins. Still level: a shared win |
| The dice | 54 dice. A die's face is its flavour. There are 5 ones, 7 twos, 9 threes, 10 fours, 11 fives and 12 sixes, and that count is also the flavour's prize. They are shuffled into 6 cakes of 9 dice in a row |
| Serving | You take turns to serve a cake, 3 each. Who serves first is drawn at random. The server cuts the row between dice into at most 4 pieces (up to 3 cuts; leaving it whole is allowed) |
| Picking | The other player picks first and third, the server second and fourth. On a turn, take one piece that is left. Pieces nobody takes are thrown away |
| Keep or eat | Every die you take is kept (face up in that flavour's column) or eaten (face down: 1 point for a one or two, 2 for a three or four, 3 for a five or six). Dice start as kept: tap one to eat it, then confirm |
| Keeping is a race | Kept dice score nothing on their own. At the end, only the player with the most of a flavour scores its prize (both of you, if tied). Lose the race and those kept dice are worth 0. Eaten dice always count |
| Forfeit | Instead of taking a piece, eat every kept die of one flavour. Use it to turn a race you are losing into sure points: three kept 4s you can't win with are worth 0, eaten they are worth 6. If no piece is left for you, you still get the turn: forfeit, or take nothing |
| The end | After 6 cakes, each flavour's prize goes to whoever kept the most of it. A tie scores the prize in full for both. Then the eaten dice are added |
| Hidden | Your opponent sees how many dice you ate, not the points. Your own panel shows you both |
| Marks | ● and ▲ are the two players (yours is on your panel, the lower one). ♛ leads a flavour, ♛= is a tie. ✂ marks the server |
| Online | Two people, online or by invite. Each cake is dealt when it’s served, so no later cake exists until then. Who serves first is drawn; a rematch swaps it. Resign, or sit idle too long, and your opponent wins. Forfeit is still the move above |
| The goal | Leave your opponent with no legal move. They lose when every column they own is blocked, or they own none |
| Columns | A column is one or more pieces on one square. The top piece owns it and moves it. Your pieces are light, your opponent's are dark |
| Moving | A column moves one square diagonally to an empty square. A soldier on top moves forward only. An officer (★) on top moves forward or back |
| Jumping | Jump over a column your opponent owns, onto the empty square behind it. You take only its top piece. It goes to the bottom of your column as a prisoner |
| Freeing | The jumped column stays where it is. Its next piece is now on top. If that piece is yours, you have freed that column: it is yours again |
| Must jump | If you can jump, you must. You choose which jump. After a jump, keep jumping while you can. You cannot jump the same square twice in one move |
| Officers | A soldier on top that ends its move on the far row becomes an officer. A captured officer keeps its rank |
| Your turn | Tap a column, then a lit square. For more jumps, tap each landing. Then tap Confirm, or tap the column again. Undo steps back one jump. If you have only one legal move, one tap on its column plays it |
| Draws | 30 turns each with no jump. Or the same position for the third time, with the same player to move |
| The match | First to win 2 games wins the match. A drawn game counts for nobody. After 5 games, whoever is ahead wins |
| Who starts | Drawn at random for game 1. Then the players take turns to start |
| Two boards | Quick: 6×6, about 3 minutes a game. Full: the original 7×7 board from 1911, about 5 minutes a game, deeper. |
| Online | Two people, online or by invite. The first mover of game 1 is drawn, then it alternates. You always see your own pieces at the bottom. Between games the score shows for 5 seconds, then the next board opens by itself. Resign, or sit idle too long, and your opponent wins the match, whatever the score |
| Goal | Be the first to bring all 15 of your checkers home and bear them off |
| The board | A Y: three arms of 12 points, each with a bar line across its middle |
| Your track | 24 points, like Backgammon: in along the arm you start on, round the centre, out along your home arm to its tip |
| Sharing | Every arm is shared by two players moving opposite ways. You hunt the player who starts in your home board; the player whose home board you start in hunts you |
| Start | The points on your track are numbered from 24 (the far tip of the arm you start on) down to 1 (the tip of your home arm); the board shows the numbers. You start with 2 checkers on point 24, 5 on point 13, 3 on point 8 and 5 on point 6: Backgammon's start, on your own track |
| A turn | Roll two dice and move by each; doubles are four moves. Use both dice if you can. Play goes ▲ → ■ → ● |
| Opening | Each player rolls one die; the highest starts and plays the two highest dice showing. A tie for highest re-rolls between the tied players |
| Hits | Land on a lone checker of another colour to send it to its bar. A point with 2+ of another colour is blocked. A hit checker re-enters on its own start arm’s tip table before anything else moves |
| Bearing off | Once all 15 are in your home table (your 1–6), bear them off |
| The end | First to bear off all 15 wins. 2nd and 3rd go by pips left. No gammons, no doubling cube |
| Online | Three people, or two and a bot (free tables). Leave and a bot plays your seat out, and you finish last. Go quiet too long and a bot plays for you until you tap Take my seat back |
| The goal | Have the most points after the last round. Points come from the towers you own each time a round is scored. Level on points: more towers owned wins, then the taller towers owned. Still level: a shared win |
| The city | Four blocks, A to D, each a 3 × 3 grid of lots. Everyone has 12 pieces: five 1-floor, four 2-floor, two 3-floor and one 4-floor |
| Your dice | You hold two dice that everyone can see. A face unlocks the same lots in every block: see the chart below |
| Your turn | Pick a die, a piece and a lot that face unlocks, then Build. On an empty lot it starts a new tower, yours. On a tower you may build only if your floors in it afterwards are at least the owner’s. The piece on top owns the tower, so this is how you take an opponent’s tower. Your own tower: always. Then the die you used is rerolled |
| No legal build | If neither die lets you build anywhere, both are rerolled for free until one does |
| A round | Everyone builds 3 pieces (4 players, 4 rounds) or 4 pieces (3 players, 3 rounds), one at a time. The first player moves one seat each round; round 1’s is drawn at random. Building last in a round is strong |
| Scoring | After every round: 1 per tower you own · 2 per block where you own the most towers outright · 3 for owning the single tallest tower. A tie scores nobody |
| Reading it | A tower shows its owner’s colour and shape (● ■ ▲ ◆) and its total floors; tap one to see everyone’s floors in it. A picked die lights its lots: + empty · ⇧ you can take it · ↑ yours · ✕ too tall for your pieces · 2+ the smallest piece of yours that takes it |
| Online | Three or four people; on a free table two people can add a computer opponent to fill the table. Round 1’s first player is drawn at random. On a public table, go quiet for 90 seconds and the computer builds for you until you tap Take my seat back; Leave and the computer plays your seat out, and you finish last. A private table waits for you: after two days the others may claim (your seat is out and they play on; with two seats left, the other one wins). An out seat’s towers stay and still score, and anyone can take them, but it cannot win. The round scoring stays on your screen until you close it |
| The goal | Be the last player holding dice. Everyone starts with five. |
| Your dice | Every round, everyone rolls their dice in secret. You only ever see your own until someone calls Liar. |
| A bid | A claim about the whole table, not just your hand: "at least 4 fives" counts your dice and everyone else's together. |
| Your turn | Raise the bid or call Liar on it. A raise names more dice (5 twos beats 4 sixes), or the same number of a higher face (4 sixes beats 4 fives). |
| Calling Liar | Every hand is shown and the bid's face is counted. At least as many as the bid? It stands, and the caller loses a die. Fewer? The bidder loses a die. |
| Next round | Whoever lost the die opens the next round with a fresh roll. Lose your last die and you are out. |
| Aces Wild | A table option. Every 1 counts as the face being bid, so nobody may bid 1s. |
| Reading the table | A die you cannot see shows any one face 1 time in 6 (1 in 3 with Aces Wild). With 10 hidden dice, expect about 2 of a face out there, plus whatever you hold. A bid far above that is worth calling. |
| Solo | Practise against 1 to 3 opponents from the game page, Casual or Sharp (Sharp opponents work out the odds, read your bids and bluff). You open the first round. It earns XP, never coins. |
| Online | 2 to 4 players at a table from the lobby. Leave mid-match and you forfeit. |
| The goal | Come out of the race with more than you put in. Spread your chips over the horses you think can win: when one of them comes in, its backers take a share of the pot. |
| The race | Eleven horses, numbered 2 to 12: one for each total two dice can make. The dice roll again and again, and every roll moves the horse with that total one step. First past the post wins. |
| The lanes | Each lane is as long as its odds: the 7 runs 8 steps, the 2 and the 12 only 3. So the finish lines sit level, but the horses are not equal: the 7 wins about 12% of races, the 2 and the 12 about 4% each. |
| Your chips | You get six chips, each a sixth of your budget. Put them on any horses you like: all six on one, one each on six, or anything between. Tap a horse to add a chip, or drag chips from horse to horse. Every chip goes down. |
| Lock in | Press LOCK IN when your slip is ready. The race starts when everyone has locked in or the betting clock runs out. Chips still in your tray at the bell go on the horses you already picked. Picked nothing? You sit the race out and lose nothing. |
| Hidden slips | Nobody sees anyone's slip until the gates shut. A horse nobody else fancies is worth finding: if it wins, you do not have to share its part of the pot. |
| The payout | The winning horse claims a share of the pot set by its odds, split between its backers by how many chips each put on it. The rest of the pot goes back to everyone who bet, backers included. |
| The shares | 2 and 12: 100% of the pot. 3 and 11: 58%. 4 and 10: 46%. 5 and 9: 41%. 6 and 8: 37%. 7: 35%. The longer the shot, the more of the pot it takes. |
| No backer | If nobody backed the winning horse, every chip goes back where it came from. |
| Fair dice | The dice seed is locked in before betting opens and shown when the race settles: open History to check every roll. |
| Solo | Race against 1 to 7 opponents from the game page: Casual, Sharp or a mix. A Sharp opponent spreads its six chips over six horses. You get a minute to bet. It is a practice table: no coins, no XP. |
| Online | 2 to 8 players at a table from the lobby. On a cash table your stake is your budget (1 coin = 1 chip). Leave and the race runs without you: your slip stands. |
| The goal | Have the highest score when the game ends. Each of your four coloured rows scores more the more numbers you cross off in it, and every penalty costs points. |
| The roll | Each roll is two white dice plus one die for each colour still in play: red, yellow, green and blue. The roll passes round the table. |
| Everyone marks | On every roll, everyone may cross off the sum of the two white dice in any one row. Or pass, for free. |
| The roller | The player whose roll it is may also cross off one white die plus one coloured die, in that colour's own row. |
| Left to right | Marks only move left to right: red and yellow run 2 to 12, green and blue run 12 to 2. Crossing a number burns every empty cell to its left, so a big jump costs you the cells you skipped. |
| Locking a row | Crossing a row's last number needs 5 marks already in that row. It locks the row for the whole table: that colour's die leaves the game. The lock counts as one more mark. |
| Penalty | The roller who crosses off nothing takes a penalty: minus 5 points. |
| The end | The game ends when one card has 4 penalties, or 2 rows are locked anywhere on the table. |
| Row scores | By marks in the row: 1 mark scores 1, 2 score 3, 3 score 6, 4 score 10, 5 score 15, 6 score 21, 7 score 28, 8 score 36, 9 score 45, 10 score 55, 11 score 66, 12 score 78. |
| Same roll | Every move is judged against the roll as it was when you chose, so two players can lock the same row on the same roll. |
| Time limit | Each roll waits a short time for you. A missed roll is a pass (a penalty, if it was your roll). Online, miss two in a row and the game plays for you until you mark again. |
| Fair dice | The dice seed is locked in before the first roll and shown at the end: open History to check it. |
| Solo | Play against 1 to 4 opponents from the game page, Casual or Sharp (a Sharp opponent takes more marks when it is not rolling). You roll first. It is a practice table: no coins, no XP. |
| Online | 2 to 5 players at a table from the lobby. A cash table pays the pot to the best card; joint winners split it. Leave and the table plays on without you. |
| The goal | It depends on the table's ruleset. 🌀 Chaos: be the first to get rid of all your chips. 🎯 Classic: be the last player still holding chips, or hold the most chips when a round limit runs out. |
| The wheel | Eleven spaces, numbered 2 to 12: one for each total two dice can make. A space holds at most 3 chips. |
| Your turn | Roll two dice and add them up. Find that number on the wheel. Fewer than 3 chips on it: put one of your chips there. 3 chips on it: take all three into your stack. |
| Snake eyes | Two ones, a total of 2. Instead of the usual move, put one chip on every space with fewer than 3, lowest number first, until you run out. In Chaos you put down at most 5 this way. |
| Boxcars | Two sixes, a total of 12. Instead of the usual move, take every chip on the wheel. |
| 🌀 Chaos | Lose to win. Everyone starts with 8 chips, and chips are bad: the moment you put down your last chip, you win. Snake eyes is the best roll. Boxcars is the worst. |
| 🎯 Classic | Everyone starts with 5 chips, and chips keep you alive: put down your last chip and you are out. Boxcars is the best roll. Snake eyes can knock you out. |
| Round limit | Classic only, if the table picked one: 5, 10 or 15 rounds. Everyone starts with 15 chips, and the biggest stack when the rounds run out wins. Running out of chips still puts you out. |
| A tie | Tied for the biggest stack when the rounds run out? Only the tied players roll on, one round at a time, until one is ahead. (Rare: after 5 extra rounds, whoever put down the fewest chips all game wins.) |
| Choices | None: every turn is just a roll, opponents included. Jackpot is pure luck. |
| Solo | Play against 2 to 5 opponents from the game page, with either ruleset. You roll first. It earns XP, never coins. |
| Online | 3 to 6 players at a table from the lobby. Leave mid-match and you forfeit: you are out, and the rest of the table plays on. |
| The goal | Be the last player holding chips. Everyone starts with three. |
| Your turn | Roll one die for each chip you hold, up to three. One chip, one die; five chips, still three dice. |
| The dice | L: pass a chip to the player on your left. R: pass one to the player on your right. C: put one in the center pot. A dot: keep it. |
| The center pot | Chips in the center never come back. The more go in, the sooner the game ends. |
| Out of chips | You roll nothing on your turn, but you are not out. A neighbour's L or R can pass you a chip, and you are back in. |
| The end | The game ends the moment only one player holds any chips. That player wins. |
| Choices | None: every seat just rolls, opponents included. LCR is pure luck, a quick game and a laugh. |
| Solo | Play against 2 to 5 opponents from the game page. You roll first. It earns XP, never coins. |
| Online | 3 to 6 players at a table from the lobby. Leave mid-match and you forfeit: your chips go to 0 and nobody passes to you again. |