Abbreviated Rules
Just read the bullet points and you can get the basic game play.
Equipment
- 6 standard six sided dice (3 dark colored dice and 3 light colored dice)
- Pencil and paper for scoring
Game Play
The game is very simple once you've played a round or two. The dark dice represent the lower scoring dice, and the light dice represent the higher scoring dice. You roll six dice, remove only the dice you want to use for points, then either re-roll the remaining dice for more points or pass the dice to the next player. The highest score over 500 points wins (or any predetermined point value agreed upon prior to the start of the game).
Points are scored by creating combinations of "like valued" (face value) dice. The point value is determined by the face value of the combinations rolled as well as the shade of dice within the combination(s) that are set aside for scoring.
Points are scored by creating combinations of "like valued" (face value) dice. The point value is determined by the face value of the combinations rolled as well as the shade of dice within the combination(s) that are set aside for scoring.
The Combination
Players need to form combinations with 2 or more matching dice or their turn is over and they receive no points for the turn. When matching dice, only the numbers on the faces define a valid match (with the exception of wild dark aces that will be discussed below). Combinations may include dark dice only, light dice only, and/or any combination of both dark and light dice (see Scoring section below for calculating point values).
- Dark aces are wild.
- Light aces have a face value of 10.
- Multiple combinations may be created in a single roll.
- Additional combinations may be created in subsequent rolls.
- Existing combinations may be added to in subsequent rolls with one or more matching face values.
- Once any die has been included in a combination it is bound to that combination and may not removed from that combination until all 6 dice are included in a valid combination.
The Turn
Multiple face value combinations may be set aside per roll, but only 1 combination is required to secure/continue the turn. Remaining dice that have not been set aside as scoring dice may be rolled again in an attempt to grow an existing combination, or create new combinations.
- A turn may be continued by creating a new combination of 2 or more dice.
- A turn may be continued by adding a single die to an existing combination.
- When re-rolling left over dice, all dice must be rolled that are not included in a combination.
- If all 6 dice are set aside in valid combinations the player may calculate the point total for that set of 6 dice and continue the turn rolling with all 6 dice toward an additional point set to be added to the previous point set earned within that turn.
- When a player holds, all face values showing must be aligned with their appropriate combination regardless of the shade of the dice before the score is tallied. See the Scoring section.
Losing the Turn
If some valid combination is not rolled, or added upon, the player then forfeits both his turn along with any points accumulated within that turn.
Scoring Dice Combinations
The shade of the dice (dark and light) within the combinations determines the actual point value for the set.
Dark vs. Light Dice
- Dirty Combo - Combinations containing only dark dice:
- = 0 (no points, but they count towards roll throughs)
- Mixed Combo - Combinations containing both dark and light dice:
- = number of dice in the combination x the face value of the combination
- Clean Combo - Combinations containing only 2 light (no dark) dice:
- = 10 x the face value of the combination
- Clean Combo - Combinations containing only 3 light (no dark) dice:
- = 20 x the face value of the combination
Example:
Two light 3's scores 3 x 10 = 30Three light 3's scores 3 x 20 = 60
Ending the Game
- A player wins when he/she has reached 500 points ( or some predetermined point value agreed upon prior to the start of the game).
The Dark Knights (Dark Aces are Wild)
- Only the dark aces (not the light ones) are wild and may be paired with any valid combination.
- If two, or three dark aces are set aside in combination with no other values, or light dice they represent 1's, although they may assume a different value if combined with a different number of either dark or light dice on a subsequent roll.
- A single dark ace (wild) may not be set aside alone as a valid combination. I must be combined with at least 1 or more other dice to qualify.
- The dark ace only changes the face value, it does not change it's shade. It always counts as a dark die.
Example:
Two dark aces are rolled and set aside in a separate combination. Next roll contains 2, 5, 5, 6. The two 5's may be set apart as a separate combination, and the 6 may be added to the 2 dark aces creating three 6's.
You cannot voluntarily exclude any die that pertains to a combination when a score is tallied. When a player holds, all dice associated with a combination (dice showing the same face value) must be included in that combination. For instance, if a player has held two light dice bearing a face value of 6 in a combination and a dark die with the same face value of 6 is still on the table, it must be included in the combination.
You cannot voluntarily exclude any die that pertains to a combination when a score is tallied. When a player holds, all dice associated with a combination (dice showing the same face value) must be included in that combination. For instance, if a player has held two light dice bearing a face value of 6 in a combination and a dark die with the same face value of 6 is still on the table, it must be included in the combination.
Combinations containing only dark dice do not score, but they do salvage the turn and allow the player to hold or keep rolling. These combinations can also be added upon in subsequent rolls within the 6 dice set but they count as 0 points at the end of either the 6 dice set of rolls, or when the turn is held.
Game Play Example
The initial set rolled was as follows:
(
) (
)

He chooses to put aside the two light 3s, as well as the dark 1 and the dark 6 together. Then he rolls the remaining two dice.
He now has the following combinations:
(
) scores 9 (3+3+3) = 9 the sum of the face values because its a "dirty" combination.
(
) scores 18 (6+6+6) = 18 the sum of the face values because its a "dirty" combination but the wild dark 1 carries the value of a dark 6.
(
The total score for the set would be 27 (9+18) = 27 and the player has to option to continue rolling all dice, or holding and pass the dice.
If we rewind this last roll so the following 2 combinations are held:
(
) current value of 30 (3x10)
(
) current value of 0 the wild dark 1 assumes the face value of 6 when combined in this combination but its a "filthy" combination.
(
Now the remaining dice are rolled as follows:
The following combinations can now be assembled:
(
) scores 60 (3x20) = 60 because it's a "clean" combination with a 3rd die (2x the previous 30) and no dark dice have been included.
(
) scores 0 because it’s a "filthy" combination; no light dice are included in the combination.
(
The total score for the set would be 60 (60+0) = 60 and the player STILL has to option to continue rolling all dice, or holding and pass the dice. This is because the dark combination is a valid combination but scores 0 points. It only assists in the roll-through in this case.

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