| Bust chance, every roll | 1 in 6 (rolling a 1) |
| 1 roll survived | ×1.19 payout |
| 3 rolls survived | ×1.71 payout |
| 5 rolls survived | ×2.46 payout |
| 10 rolls survived | ×6.13 payout |
| Your board | 3 columns (✕ ◯ ▲) × 3 slots |
| Your turn | Roll one die, place it in a column |
| Single die | face value |
| Pair in a column | value × 4 (blue glow) |
| Triple in a column | value × 9 (gold glow) |
| Attack | your die wipes matching dice from every opponent's same column |
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kind | 2× triple value |
| Five of a kind | 3× triple value |
| Six of a kind | 4× triple value |
| Straight (1-2-3-4-5-6) | 1,500 |
| Three pairs | 1,500 |
| Two triplets | 2,500 |
| Goal | Get closer to 21 than the dealer, without going over |
| Start | You and the dealer each roll 2 dice (one dealer die hidden) |
| Hit | Roll another die, adding it to your total |
| Stand | Stop rolling — the dealer then plays |
| Bust | Total over 21 — instant loss |
| Dealer | Hits on 18 or less, stands on 19-21 |
| Win | 1:1 payout |
| 21 exactly ("Blackjack") | 3:2 payout |
| Push (tie) | Bet returned |
| Ones-Sixes | Sum of matching dice |
| Upper Bonus | +35 if Ones-Sixes total ≥ 63 |
| 3 of a Kind | Sum of all 5 dice (if 3+ match) |
| 4 of a Kind | Sum of all 5 dice (if 4+ match) |
| Full House | 25 (a triple + a pair) |
| Sm. Straight | 30 (4 in a row) |
| Lg. Straight | 40 (5 in a row) |
| Yahtzee | 50 (all 5 dice match) |
| Chance | Sum of all 5 dice |
| Extra Yahtzee Bonus | +100 if you roll another Yahtzee after already scoring 50 in the Yahtzee box |
payout = floor(bet ×
finalScore / 190) — 190 is "par" (1 coin per point at that bet),
so scoring above 190 turns a profit.
| Tiles | Nine tiles, numbered 1-9 (sum 45), all start open |
| Roll | 1 die if the open tiles sum to 6 or less, otherwise 2 dice |
| Shut | Pick any open tiles that sum exactly to the roll, and shut them — a single tile works too if it matches the roll on its own |
| Bust | If no combination of open tiles matches the roll, the round ends |
| Shut the Box | Shut every tile for a +10 bonus |
(45 − sum of tiles left open), plus 10 if
you shut the whole box. Payout is continuous:
payout = floor(bet × finalScore / 35) — 35 is "par", so a
final score above 35 turns a profit.
| Come-out | You're the shooter. With a Pass (or Don't Pass) bet down, roll: 7/11 wins Pass, 2/3/12 is "craps" (Pass loses; 12 pushes Don't Pass), anything else sets the point |
| The point | Roll the point again before a 7 and Pass wins. A 7 first is a seven-out — the hand ends |
| Odds | Once the point is on, back your Pass bet with Odds — paid at true odds, no house edge |
| Come | Like a fresh Pass bet mid-hand: the next roll is its own come-out, then it travels to its number |
| Field & Place | Field is a one-roll bet on 2·3·4·9·10·11·12 (2 & 12 pay double). Place bets back a number to hit before a 7 |
| Props | Hardways need the exact pair before a 7 or the "easy way"; Aces, Boxcars, Ace-Deuce and Eleven are one-roll long shots |
| Goal | Bear off all 15 checkers first |
| Your direction | Point 24 → point 1 |
| Your home board | Points 1–6 |
| Doubles | Four moves instead of two |
| Gammon / backgammon | Win before they bear off any |
| Goal | Race all 7 of your pieces around the track and bear them off first |
| Dice | Roll 4 binary dice — move one piece that many squares (0–4) |
| Rosette ✦ | Land on a rosette to roll again |
| Capture | Land on an opponent in the shared middle lane to send it home — but the middle rosette is safe |
| Bear off | A piece needs the exact roll to leave the board |