Free to play dice game
| 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 |
| 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 |
| 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 — beats a full house |
| Full house | three and a pair |
| Three of a kind | |
| Two pair | |
| Pair | |
| No pair | high die |
| 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 |
| 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 |
| 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 | 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 / 250) — 250 is "par" (1 coin per point at that bet),
so scoring above 250 turns a profit. Stake 250–1,000.
| 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 |
| Lay odds | The Don't side's version: once the point is on, tap your Don't Pass bet again to lay odds behind it. You're the favourite now, so you risk more to win less (lay 2 to win 1 on the 4/10, 3 to win 2 on the 5/9, 6 to win 5 on the 6/8). It's still true odds, no house edge. Lay enough to win up to 3× your Don't bet. A 7 pays it; the point coming back takes it |
| Come | Like a fresh Pass bet mid-hand: the next roll is its own come-out, then it travels to its number and sits on that tile. It's a contract — 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 you hold a Come point on, to back it at true odds (up to 3× that Come bet). Come odds are off on the come-out: a 7 there takes the Come point and a hit on its number pays it, but either way the odds come back unpaid. Hold a Don't Come point instead and the same tap lays odds behind it, and those are always working, come-out included |
| 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 |
| The deal | Every seat posts the same ante, then rolls five dice that only they can see. There are no blinds — so checking is a legal first move |
| The hand | Bet · draw · bet · draw · bet · showdown. Two draws: hold any dice you like and re-roll the rest |
| Draws | Everyone draws in the same window — nobody waits their turn, because a hidden hand can't be influenced by someone else's choice |
| Betting | No limit. Fold, check, call, bet/raise to any amount, or shove all-in. A short all-in raises the price but doesn't reopen raising for players who already acted |
| Showdown | Best five-dice hand takes the pot; every all-in builds its own side pot, so you can only win chips you could have lost. Identical hands genuinely split — dice have no suits |
| The table | Runs for the hand count you picked. The chip leader when it ends wins |
| 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 |
| Solo | Pick your opponent on the game's page: Easy, Medium or Hard |
| Goal | Race your 5 pieces along the 30 squares and bear them all off first |
| The path | It snakes: row 1 runs left→right, row 2 right→left, row 3 left→right |
| Sticks | Four sticks, light side up. 1 · 2 · 3 · 4 light faces = that move — and 0 light faces = 5, the best throw |
| Another turn | A throw of 1, 4 or 5 earns 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 side by side cannot be landed on; three in a row cannot be passed |
| 15 · Rebirth | Where the House of Water sends a piece — or the first empty square before it |
| 26 · Beauty | Must be landed on exactly — no piece may pass it |
| 27 · Water | Sends the piece straight back to 15 |
| Leaving | You leave on 31 − 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 |
| 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 | Highest total after four rounds. 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 |
| 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 the top of the power range |
| 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 off the far shelf and they lose it all |
| Exposed | A die on the ×4 within a die-width of the edge carries a dashed red outline |
| Turns | One die each, in turn. The first thrower moves one seat every round |
| Rounds | When every die has been thrown the round's scores bank and the ramp clears |
| Ties | A shared win — there is no tiebreaker |
| 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, 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 |
| Practice | A 500-coin play bank — no coins or XP either way. Spend it all and the session ends |
| Online | 2–8 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, and chips already down stand. One roll settles the whole table |
| The roller | Each round a different player throws: the dice roll in their dice skin. The server rolls them — 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 |
| Goal | Bring all four of your pieces round the board and home before anyone else |
| The sticks | Count the flat sides: 1 Do · 2 Gae · 3 Geol · 4 Yut — and no flat sides is Mo, a 5 |
| 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 |
| 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 | Land on your own piece and you may carry them together: they move as one — and are 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 | Bank the most treasure over three dives |
| The air | Everyone shares one tank of 25. At the start of your turn it falls by the number of chips 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 is 0–3, level 2 is 4–7, level 3 is 8–11, level 4 is 12–15 |
| Turn back | Once per dive, and only while you carry at least one chip |
| Swim | Roll two dice showing 1–3 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-value 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 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 — then a draw |
| Goal | Hold the most sausages when the grill is empty |
| The grill | 16 skewers, 21 to 36. 21–24 carry 1 sausage, 25–28 carry 2, 29–32 carry 3, 33–36 carry 4 |
| The dice | Eight dice showing 1–5 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 must stop |
| Bust | A roll with no new face, 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 |
| Goal | Hold the most chips when every seat has had its turns at the bank |
| The bank | One seat holds the bank; everyone else bets against it. The bank moves one seat on each round |
| Betting | Starting at the banker’s left, each seat bets 10, 25, 50 or 100 — but never more than the bank has left to cover. If the bank is covered, you sit the round out |
| 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 |
| 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 |
| Goal | The top score after the final round |
| A throw | Throw both toads. Keep throwing to build your turn score, or bank it after any throw |
| 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 |
| Poses | Backflop 5 · Squat 5 · Snout-stand 10 · Leaner 15. A side + a pose scores the pose; two different poses score their sum |
| Double | The same pose twice scores 4 ×: 20 · 20 · 40 · 60 |
| Final round | Bank to 100 or more and everyone else gets one last turn. Then the top score wins; a tie is shared |
| 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 |
| 3 players | You against two bots: four in a row wins, and “your opponent’s chip” below means either opponent’s |
| The board | A 6 × 6 grid of numbers: 2–9 and 12, four spaces each |
| 3 to 9 | Put a chip on an empty space showing the total. If none is empty, replace one of your opponent’s chips there. If they are all yours, nothing happens |
| 2 or 12 | The same — then roll again (even if there was nowhere to go) |
| 10 | Remove one of your opponent’s chips |
| 11 | Wild: any empty space — on a full board, replace any opponent chip |
| Permanent | Chips on a 2 or a 12 can never be removed or replaced |
| 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 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 |
| Parking is optional | A matching die does not have to go down. Parked dice stay put between turns — and a die you park is a die you cannot roll next turn. 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 | The first to 40 points wins at once |
| 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 |
| 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 yard | 33 wagons numbered 3 to 35. Nine are removed unseen — 24 are played |
| Coal | 3–5 players: 11 lumps each · 6 players: 9 · 7 players: 7. Your coal is hidden from the others |
| Your turn | A wagon is face up. Take it — the wagon and every lump of coal on it — and then turn the next wagon and decide again; or say no thanks, put 1 coal on it, and pass it to the player on your left |
| No coal | You must take the wagon |
| Trains | Each run of consecutive numbers is one train and costs only its lowest number — 22-23-24 costs 22. A single wagon costs its own number |
| Scoring | Add up your trains and singles, then take 1 off for each coal you still hold. Lowest total wins |
| The end | When the 24th wagon is taken. A tie for lowest is shared — everybody tied records a win |
| 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 | Everyone secretly chooses at once: PROBE or OPEN |
| Probe | Roll 4 dice, re-roll any of them once, 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 |
| Open | Set any code, no dice. Right banks the loot. Wrong sets off the alarm: you’re caught, bank nothing and sit out the rest of that safe |
| 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 when the loot runs out. After 3 safes: most loot wins; a tie goes to whoever was caught fewest times; still tied is a shared win |
| 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 — no house cut. UNDER 70 is a 70% chance and pays 1.43×; OVER 70 is 30% and pays 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. 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, and nothing is recorded |
| Leaving | Your stack freezes and can’t win; a buy-in stays in the pot. The last player left takes the table |
| 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 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 add to a rival's die or to a neutral one |
| 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 — rival 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 resolve in waves — everything over its limit goes at once — and the waves speed up as the chain runs |
| The “!” | Marks your dice that are one pip from bursting. Rival and neutral criticals are not marked — hover a cell to see exactly what your move would set off |
| Knocked out | Once you have moved, losing every die puts you out. (You cannot be knocked out before your first turn.) |
| Winning | Take every die on the board and it is yours outright. Otherwise the game ends after 15 turns and the most dice wins — level on dice, the most pips decides it |
| Fair seats | Who moves first is drawn at random. Striking first is a real edge, so at 3 and 4 players the later seats start with a die already on the board |
Solo games are a practice table against the bots — no coins or XP. Your longest chain and biggest capture are kept as personal records.
| The board | An 11 × 11 yard, walled all round, laid out in four-way mirror symmetry so every corner is served the same. Mice start in the corners; cats walk in at the middle of an edge |
| Your turn | 4 moves, whatever the table size. One tile at a time |
| 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 |
| 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 |
| Scoring | 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 |
| 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 |
| Caught | You keep your cheese, sit out your next turn and come back near your corner |
| Boxed in yourself | No legal move and your turn is skipped. Boxed in twice running and you go back to your 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. They can't be pushed directly, but a row of blocks carries one along — even round the edge |
| Winning | First to 3 cheese at two players, 4 at three or four |
Pass-and-play: everyone shares one device and hands it on at the end of each turn. No coins or XP.
| 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 board | 8 × 7 dice, no two neighbours showing the same face. You own the bottom-left die (●), your opponent the top-right (▲) |
| A turn | Pick a face. Every die you own turns to it, then you take every unclaimed die touching your territory that shows it |
| Locked faces | You can’t pick your own current face or your opponent’s — so 4 of the 6 are open, and sitting on the face they need blocks it for a turn |
| No passing twice | A face that takes nothing is a pass. You can pass — but not two turns running while some face would take something: after a pass, the faces that take nothing are marked must take |
| A leg | Ends when every die is claimed — or when every die left can be reached by only one player: those go to them |
| The match | Two legs on the same board; whoever didn’t start the first starts the second. Dice from both legs add up. Most dice wins; a tie 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 running and you forfeit. A draw splits the pot |
| 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 |
| A round | Everyone secretly places one arrow — a square and a direction. All are revealed together. Anything that walks onto an arrow turns to face it: 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 die | Then the spawn die: 1–4 opens the top, right, bottom or left gate, 5 top + bottom, 6 left + right. The garden runs 6 steps; an open gate releases a ladybug on steps 1, 3 and 5 |
| The spider | 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 |
| The end | After 12 rounds. Most ladybugs wins; a tie for most is shared |
| 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; 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, and the spider finds nothing there (with two players, your opponent wins). Three rounds with no arrow while others play and you are out; three rounds 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 |
| 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) |
| The deck | Bee cards numbered 1 to 10 × players + 4 (1–44 at four players). Everyone gets 10; the next four each start one of the four stems |
| Stings | Every bee carries stings: 1 normally, 2 if it ends in 5, 3 if it ends in 0, 5 for 11, 22, 33, 44, 66, 77 and 7 for 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 | 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 is taken for you. Leave and you pick no more bees and your stings no longer count (with two players, your opponent wins). Three turns where nobody picks ends the table and every buy-in goes back. Bots (the bees) fill empty seats only at free tables, once two people have sat down |
| 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 — 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 — it costs them nothing, but it breaks up the line they were building. ⚠ You push your own pieces too: to join two of yours, place at the end of the pair, not in the gap between them (unless something behind each one holds it in place, or 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 returns 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 gameLeave, or miss three turns running, and a bot plays your pieces — you finish last if you left, or take your seat back if you only went quiet. A seat a bot is playing can’t win: if its move ends the game, the players still seated are ranked as at the cap |
| 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 |
| The match | Two players: first to win two bouts. 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 | First to 3 goals wins, or the most goals 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 |
| 🕳️ 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 (with two players, your rival wins). Three turns in a row where nobody plays ends the table and every buy-in goes back. Bots fill empty seats only at free tables, once two people have sat down |
| 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, the same board for everyone. There are five — Scatter, Chevrons, Rings and two with slides, Switchback and Funnel — picked on the setup screen or at random. The pips are dealt fresh each match (on Rings, each ring keeps its own). The pips on a die are how tough it is. 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 — the ball carries on. The bottom of the well is open: the ball drains out of it |
| 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 — one pip for each line you cross, to every opponent, onto a random die of theirs (never past 6). Two players: lines at 6, 8 and 10. Three or four: 7, 10 and 12 — 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. Garbage that arrives while an opponent’s ball is still bouncing waits in the tray beside their well and pours in once it 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 freezes your board and ranks it last (with two players, your opponent wins). Three balls 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 |
| The goal | Be the first wolf through the gate, or the last one nobody has found — first to 6 points. 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 per player cross a 16-step meadow to the pen. Every sheep has an ear tag and its own lane. Only you can see which sheep is yours (the dashed ring, ▲ YOU). Every heat re-deals everything |
| Your cover | Each round you see a private die: what a plain sheep would do. 1 = graze (stay), 2–4 = amble (1 step), 5–6 = trot (2 steps). Follow it (◆ COVER) and you move exactly like a sheep. Go faster and you gain ground but 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. A plain sheep: it bolts off the field and your dog goes after it — gone for the heat. A wolf: it's out for the heat, you get 1 point at the heat's end, 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 the count of dogs left drops by one |
| 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 — 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 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 ends 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 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 |
| 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 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 12-second 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 (with two players, your opponent wins). 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 |
| The goal | Fewest strokes after 5 holes. A first-in flag ⚑ never takes a stroke off — flags only break a tie on strokes; still level → 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, and 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, where the drag is the power. Pick one on the setup card, or tap the Aim chip above the swing pad at any time, online too. The gauge at your ball fills with the pull, blue → green → yellow → red at full power; the meter shows how far it would roll on flat felt, in hole-widths |
| Bumps | Balls bounce off each other, from the very first shot. A setup option makes first shots pass through: a ball passes through the others until both have been played and the two are apart, drawn see-through meanwhile. Knocked into the cup by an opponent: you are in, free. A ball in the cup is safe |
| The cup | A slow ball drops. Too fast or off-centre and it rides the rim: a LIP OUT rolls away, a HORSESHOE goes nearly all the way round and comes back at you, a LIP-IN rides the rim and 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. Anyone not in scores 8; a ball that stops after its 7th stroke is picked up (8) |
| Power-ups | Roll through a spinning pickup die for the power-up on its face. You hold one (a new one replaces it); tap the bubble to arm it for your next shot — DICEMAKER goes off the moment you tap; ICE WALL, LANDMINE and SUDDEN BUNKER tapped while your ball is rolling drop right where it is. One you haven’t used comes with you to the next hole |
| The six | 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, and after 16 s any hit shatters it · REPEL — pushes other balls away from yours while it rolls and 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 — fires at once: every other ball becomes a die and curves — a rolling one right away, a resting one on its next shot |
| Online | 2–4 players on one course, nobody waiting 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 it until then. Leave mid-match and the computer plays your ball on (you can no longer win). On a free table, computer opponents can fill the empty seats once a second player is in |
| 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 |
| 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. The game ends the moment anyone reaches 61, 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 61, 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 | ● is you, ▲ your opponent. ♛ leads a flavour, ♛= is a tie. ✂ marks the server |
| 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 |
| 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 | Each player: 2 on their 24, 5 on their 13, 3 on their 8, 5 on their 6 |
| 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 — 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. |