A dice game you can learn in one go.
Two white dice are rolled. Everyone crosses that number off in one column. On
your own turn you get an extra mark as well. First to 50 wins.
HOW A TURN GOES
Six dice are rolled: two white and four coloured.
Add the two white dice. Everyone can cross that number off, in any column.
Then, on your own turn only, pair one white die with one coloured die and
cross that number off in that colour. So your turn is worth two marks and
everyone else's is worth one.
Tap your squares, press Take, and it is the next player's turn.
Red and yellow run from 2 up to 12. Green and blue run from 12 down to 2.
Go top to bottom. You can skip numbers, but the ones you skip are gone for the
rest of the game. That is the whole tension: the number in front of you now,
against the four behind it you would be giving up.
WHY ONE COLUMN BEATS FOUR
Your first mark in a column pays 1. The second pays 2. The third pays 3. So
six marks in one column pays 21 - and the same six marks split over two
columns pays only 12.
Feed one colour and it snowballs. Spread out and you finish with nothing.
This is the decision the game is built on, and it is why two players can roll
the same dice all evening and finish thirty points apart.
THE PADLOCK
Get five marks into a column and its last square opens. Cross it and the
column shuts: you take the padlock as a free extra mark, and nobody can use
that colour again. It is the biggest single jump in the game.
It is also the fastest way to end someone else's plan. A column you shut is a
column they were saving.
THREE LIVES
Cross nothing on your own turn and you lose 5 points. Three of those and you
lose the game, however high your score is.
So a bad roll is never just a bad roll. When the dice give you nothing, the
reroll throws the four coloured dice again and leaves the white sum alone.
LEARN IT WHILE YOU PLAY
The first game is a walkthrough. It plays alongside you, points at the square
worth taking, and explains why - then gets out of the way.
It is a real game, not a demo. You finish it, you win or lose it, and by the
end you have shut a column, taken a padlock and survived a turn where nothing
was playable. No manual, no wall of rules before you are allowed to start.
THE LEADERBOARD
Every game you play earns points. Win 20, tie 10, and 5 just for playing.
One table, everyone who plays, and your place on it is your win rate in
public. Playing a lot moves you up a little. Winning moves you up properly.
WHO YOU PLAY
The lobby fills with people waiting for a game. Some of them challenge you.
They come and go, so the table is never quite the same twice, and the ones
who stay are the ones you have a history with.
That history is kept: every win against them, and every streak.
They do not all play the same way. Some take the safe square. Some chase the
padlock and blow up trying.
ALSO IN
- Fifteen drawn faces, and a name of your own
- A walkthrough you can replay from settings whenever you like
- Sounds made of wood and dice, not beeps
- Vibration that matches what happened: light for a mark, heavy for a shut
column
- Sound and vibration both switch off
- An ad-free option, once, if you would rather not see any
No account. No sign-up. Nothing to remember.
Roll the dice, cross off numbers, race to 50, then climb the leaderboard!