Cautious
Plays not to lose. Takes every scoring die, qualifies at the first chance, and protects small turns.
- Keep
- All scoring dice
- Bank
- At qualification, then about 350
Open two to six seats in any mix of humans and CPU bots. Closed seats are skipped. Each bot only decides what to keep and when to bank.
7–8 players need a tablet or larger screen.
Seat 1 opens as Human. Newly added seats open as Bots; use the seat menus below to switch them to Human or Closed.
Set every scoring event separately. Values must be whole multiples of 5 and at least 5. Values may exceed the winning target unless Require exact score is on.
Roll five dice. After a scoring roll, choose at least one scoring die to set aside. You may leave other scoring dice in play. Set-aside dice stay locked for the turn.
A three-, four-, or five-of-a-kind uses its matching custom value instead of adding single-die points. You may break a straight into the scoring 1 and/or 5, but then you give up the straight. Combos only form within the current roll.
A roll with no score ends the turn. Ordinary turn points are lost, but the custom points earned by three, four, or five 1s and either straight are protected. Score all five dice cumulatively and all five return as hot dice for a fresh roll. House rules decide whether a qualified player may stop there.
A game limit ends play at zero and awards the win to the highest banked score; a tie goes to whoever reached that score first. A human who runs out of turn time automatically banks when qualified. An unqualified player loses ordinary turn points but keeps protected points from three, four, or five 1s and straights. Bots show the same countdown but keep playing at their normal pace.
Before entering the scoreboard, reach the threshold in a single turn. After qualifying, any valid turn can be banked. Points only win when banked. With Require exact score off, custom scoring values may exceed the target and banking at or above the target starts one final turn for every other player. With it on, custom values are capped at the target and a player must bank exactly the target; dice or combinations that would push the projected total over the target cannot be selected. After the last chance is taken, the game ends immediately—the first finisher does not play again. If more than one player reaches the required winning score, the last to do so wins.
Online multiplayer is planned for a future version.
Plays not to lose. Takes every scoring die, qualifies at the first chance, and protects small turns.
Lives up to the name. Keeps combinations together but may leave loose 1s and 5s in play to chase a larger roll.
Reads the table. Protects a strong lead, attacks from behind, and chases exactly what it needs in the final round.
Build a large combination into each selected seat’s rolls. While active, it overrides Lucky Dice, Combo Magnet, and Cold Dice for a human seat.
Give each human seat a lighter touch without replacing the stronger cheats.
Choose a seat and set its starting total. Values snap to the nearest multiple of 5.
The selected seat’s next turn passes without a roll.
Selected seats always receive at least one scoring die.
Quit the current game? Your progress will be lost.This will end the game for all players.
A game is already in progress. Starting a new game will end it and clear the current scores.This will end the game for all players.
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