Rolling and Rerolling
Each turn begins with a roll of five dice. After seeing the result, you decide which dice to keep and which to reroll. Two rerolls are available, so a turn can involve up to three rolls total. This is the central decision point: keep a promising combination now or push for a stronger one and risk ending with less. The dice themselves are random, but the choice of what to hold is entirely yours.
Filling the Scorecard
Once you stop rolling, you must assign the result to one of the scorecard categories. The upper section contains Ones through Sixes, where you score the sum of matching dice. The lower section includes combinations such as Full House and Yatzy. If no category fits your dice, you must place a zero in an available box. That zero can be a deliberate sacrifice, but it also removes a future scoring option. The game runs for 13 rounds, one category per round.
The 50-Point Bonus
If your upper-section total reaches 63 or more, you receive a 50-point bonus. That threshold works out to an average of three matching dice per category across Ones through Sixes. Chasing the bonus shapes how you use your turns: sometimes you accept a modest upper-section score early to keep the bonus within reach. The bonus is not mandatory, but ignoring it usually leaves points on the table.
Who It Suits
The rules are simple enough for children and casual players, yet the scoring decisions give experienced players room to refine their approach. There is no violence or inappropriate content, and the clean interface keeps attention on the dice and scorecard. Sessions are short, and the outcome depends on both luck and how well you manage the 13 categories.
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