In a Nutshell
A dice duel: roll, hold, and fill the 13 categories on your card. Beat each opponent's total round after round, and cheat on the sly to tip the odds.
- Goal
- Fill all 13 categories on your card. Each round is a duel against one opponent, the higher card total wins.
- Your Turn
- Roll five dice up to three times, holding any dice between rolls. Then enter the result into exactly one open category. You may also enter a zero into any open box if nothing fits.
The scorecard
| Box | How to score it | Max |
|---|---|---|
| Upper Section (1–6) | ||
| Ones | Sum of all 1s. | 5 |
| Twos | Sum of all 2s. | 10 |
| Threes | Sum of all 3s. | 15 |
| Fours | Sum of all 4s. | 20 |
| Fives | Sum of all 5s. | 25 |
| Sixes | Sum of all 6s. | 30 |
| Lower Section | ||
| Three of a Kind | Three of a kind: sum of all dice. | 30 |
| Four of a Kind | Four of a kind: sum of all dice. | 30 |
| Full House | Three plus a pair: 25 points. | 25 |
| Small Straight | Four in a row: 30 points. | 30 |
| Large Straight | Five in a row: 40 points. | 40 |
| Yathsel | Five of a kind: 50 points! | 50 |
| Chance | Sum of all dice, anything counts. | 30 |
A Small Straight needs four dice in a row (1-2-3-4, 2-3-4-5 or 3-4-5-6), a Large Straight all five (1-2-3-4-5 or 2-3-4-5-6).
Bonuses
- Upper bonus
- Reach at least 63 points in Ones through Sixes and you get +35. 63 is exactly three of every number.
- Extra Yathsel
- Roll five alike again while your Yathsel box already holds 50: you get +50 points and +50 gold, and the roll is entered into another box as usual. This applies to you and to your opponents.
- Sudden Death
- If a duel ends in a tie, both players roll one die. The higher number wins, on another tie you roll again.
Saloon twists
Twists change how much certain boxes are worth, for everyone at the table. In the campaign each duel from the second one on has a 60 % chance to roll one twist from the marked pool below. The Stranger's duel never has one. In a multiplayer saloon the host can switch on any number of twists.
| Twist | Effect | Campaign |
|---|---|---|
| Double Yathsel | Yathsel scores 100 instead of 50. | yes |
| Double Straights | Small and Large Straight score double. | yes |
| Double Full House | Full House scores 50 instead of 25. | yes |
| Double Chance | Chance scores double. | yes |
| Double Kinds | Three and Four of a Kind score double. | yes |
| Double Sixes | Sixes score double. | yes |
| Double Upper Block | Ones through Sixes all score double. | no |
| Triple Yathsel | Yathsel scores 150 instead of 50. | no |
| Half Chance | Chance only scores half. A risky twist. | no |
| Straight Gamble | Straights score double, but Full House only half. | no |
When several twists touch the same box, boosts do not stack (the strongest one counts), and a boost and a penalty cancel each other out. Double and Triple Yathsel together make Yathsel worth three times, not six.
Cheating
Next to your 5 active dice you have 2 secret pocket slots under the table. Swap a die between your hand and the pocket to change your luck mid-duel. A swap during your own turn counts for your next roll, a swap while the opponent rolls counts from your next turn.
- Swapping
- On Easy and Normal you may swap as often as you like. On Hard you get one swap per turn. Swapping never gets you caught.
- Sneaky Shopping
- While the opponent rolls you can duck under the table into the shop. On Normal you have 20 seconds, on Hard only 10. On Easy there is no timer.
- Caught!
- If you are still in the shop when the time runs out, you are caught. The first time in a run it is only a warning and the duel goes on. Every time after that, the run is over. On Easy nobody ever catches you.
Difficulty
| Easy | Normal | Hard | |
|---|---|---|---|
| Opponent strength | 20 to 78 % | 30 to 85 % | 55 to 100 % |
| Starting gold | 15 | 10 | 0 |
| House rules | softened (70 %) | full strength | full strength |
| Dice swaps | unlimited | unlimited | 1 per turn |
| Secret shop | no timer, never caught | 20 s | 10 s |
| XP | ×0.75 | ×1 | ×1.5 |
| Bounties | ×0.75 | ×1 | ×1.5 |
Opponent strength rises over the course of a run, from the first to the second value.
Terms
- Run
- A whole playthrough: beat the opponents one after another. Lose a single duel and the run is over.
- Round
- One full duel against a single opponent, the higher scorecard total wins.
- Turn
- Your turn within a round: up to three rolls, then you must enter one field on your card.
- Roll
- A single throw of the dice. You get up to three per turn and may hold dice between throws.
