Get five of your chips in a row — level, upright or
diagonal — before your opponent does. Chips fall to the bottom of the
board, and chips entering from a side fly along their row until they hit
the far wall or another chip, then fall.
Roll three dice and pick one of them as the action die.
That die decides what the other two can do, and it is spent — its own
value is no longer available.
Columns are numbered 2–12 (the sum of two dice), rows 6 down to 1 (a
single die). If nothing can be played, the turn is simply lost. The game
is a draw when the board is full, or when both players have missed two
turns in a row.
Three of a kind. Roll all three dice the same and a
power move joins your ordinary plays for that turn — you may take it or
ignore it. Three ones pay three re-roll tokens; three twos drop a chip
into any column you like; three threes rain three chips into random
columns, and you only find out which when you play it; three fours empty
a column completely, both colours; three fives
take the top chip off every column standing at the tallest height; three
sixes bring two chips in from the left and two from the right along row 6.
A given triple turns up about once every fourteen games.
A double throws for free. Roll exactly two of a kind
and once that turn you may throw one of the matching pair again for
nothing — those dice carry a gold ↻ free button. Only the pair, never the
odd die out, so a double can never be turned into a triple.
Re-rolls. Playing action die 1 earns you a re-roll
token. On any later turn a token buys you one die back: press ↻ under the
die you want to throw again. Each token is spent the moment it is used,
but you may spend as many as you hold on the same turn, and you can still
use one after a roll that offers you nothing at all.