1Start by choosing one scoring rule for the turn.
2Click dice or use a tile's preview icon to test a move.
3Lock the dice you want to spend for that round.
You play five rounds with one shared board of dice. Every die you lock is removed from the rest of the run, so a good score now can make later rounds tighter.
Practice uses fresh random rolls. Daily uses the same deterministic UTC-date roll sequence for everyone and records only your first started attempt. Daily play is free and resets at the buzzgames daily cutoff.
If the board is not worth spending, you may push the round. A push scores 0, removes no dice, and rerolls the board for the next round.
Before the final round, each lock can spend up to five dice and must leave at least one die in the chase. This keeps early all-in locks from ending the run too soon.
Every selected die scores its face value when you lock it. Dice still left on the board also add their face value when the run ends.
- Face value: every locked die scores the number showing on it.
- Scorecard points: green dice earn the points listed on the chosen scorecard rule. Fresh rules pay full value, and repeated rules lose 15% more each time.
- Chase points: every green die also earns +2 for helping your chosen rule.
- Stuffed points: red stuffed dice earn 3 points, or 6 if they match the round number.
- Endgame points: dice left on the board score their face value when the run ends.
Dice that complete your chosen set turn green, and those green dice add scorecard points plus Chase points.
Extra selected dice turn red and become stuffed dice, which still score face value plus stuffed points, but they never help scorecard points.
The preview icon on a scorecard tile selects the dice that complete that rule right now, so you can compare the score before you lock.
Fresh scorecard rules show green values. Repeated rules show red values because each repeat pays 15% less than the last use.
Example: choose Odds, then select 1, 3, 5, and 6. All four dice score face value, while the 1, 3, and 5 complete the green set and earn Odds scorecard points plus Chase points, and the 6 is red and earns stuffed points only.
Round 5 is stricter because you can only lock green dice.
Chase Boost: after your round 3 lock, you may double that round's scorecard points if you have enough dice left to pay the cost. The risk is that you lose one remaining die for each green scoring die you used, so stuffed dice do not raise the cost.
Scoring Rules
- Odds
- Complete 1+3+5 sets. Each set earns +15 scorecard points, or +25 in round 5.
- Evens
- Complete 2+4+6 sets. Each set earns +13 scorecard points, or +22 in round 5.
- High Value
- Complete 4+5+6 sets. Each set earns +12 scorecard points, or +21 in round 5.
- Mid Value
- Complete 3+4 sets. Each set earns +8 scorecard points, or +14 in round 5.
- Lucky 7s
- Make one each of 1+6, 2+5, and 3+4. Each unique pair earns +10 scorecard points, or +17 in round 5. Extra selected dice turn red and score only as stuffing.
- Low Value
- Complete 1+2+3 sets. Each set earns +14 scorecard points, or +23 in round 5.