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(More clarity and detail with examples)
m (→‎Gameplay: Syntax)
 
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** A large straight of 2-3-4-5-6 cannot be bumped, because there is no stronger combination.
** A large straight of 2-3-4-5-6 cannot be bumped, because there is no stronger combination.
** Unlike other cards, 1-die cards can accept multiple matching dice: if you put one 5-pip die on a 5-pip card, a player who rolls two 5-pip dice can bump off your 1 die (and can themselves be bumped off by another player if they were to roll and allocate three 5-pip dice).
** Unlike other cards, 1-die cards can accept multiple matching dice: if you put one 5-pip die on a 5-pip card, a player who rolls two 5-pip dice can bump off your 1 die (and can themselves be bumped off by another player if they were to roll and allocate three 5-pip dice).
* Any unused dice get allocated to the bonus die, which can then be claimed as if it was a card. If you claim the bonus die, roll it with the other dice, but instead of treating it like a sixth die; rather, you can copy its pips on one of your dice before proceeding to set your dice on cards.
* Any unused dice get allocated to the bonus die, which can then be claimed as if it was a card. If you claim the bonus die, roll it with the other dice, but instead of treating it like a sixth die, you can copy its pips on one of your 5 dice before proceeding to set your dice on cards.
** After a turn involving the bonus die, place it back on the right side. The bonus die can’t be claimed and used two turns in a row. You won’t be able to reserve any unused dice on a turn when you have the bonus die.
** After a turn involving the bonus die, place it back on the right side. The bonus die can’t be claimed and used two turns in a row. You won’t be able to reserve any unused dice on a turn when you have the bonus die.



Latest revision as of 07:50, 20 January 2026

Setup

  • There are 6 stacks of 6 cards with 2 players, 9 stacks of 4 cards with 3 or 4 players, and 12 stacks of 3 with 5 players. The rest are removed from the game.
  • There is also the joker (15 points, 5 of a kind) and the white bonus die.
  • Each player has 5 dice.

Gameplay

The goal of the game is to end with the most points by taking cards. To take cards, you must first roll and re-roll your dice to match the cards' requirements; then you distribute your dice on all matching cards and wait for your next turn. Your dice then have to "survive" until your next turn to claim those cards, because opponents' dice can bump your dice off their cards if they surpass either your dice pips or dice count, depending on the cards' requirements.

  • At the start of your turn: if any of your dice are on cards or next to the bonus die, you gain those cards and/or the bonus die.
  • If this is the first turn of the game: roll 3 dice. If this is the second turn: roll 4 dice. Otherwise, roll all 5 dice. You may re-roll any dice up to two times.
  • After rolling, you can distribute your dice across as many cards whose requirements that your dice pips fulfill.
    • For example, if you roll 2-2-3-4-5, you can set 2-3-4-5 on a "small straight" card and the last 2 on a 2-pip card. If you roll 5 of a kind, you can set your dice on the joker (central card).
    • Cards with a pip count can take multiple dice of that pip count, so you could claim a 1-pip/1-die card with a 1-pip die, or two or more 1-pip dice (which would strengthen it against bumping by other players, which is described below).
  • If you roll dice whose pips or amount surpass opponents' dice that are currently on top of cards, you can bump those dice off and replace them with yours. For example:
    • If you put five 3-pip dice on the joker, a player who then rolls five 4-pip (or 5- or 6-pip) dice can bump you off and try to claim that card for themselves.
    • A large straight of 2-3-4-5-6 cannot be bumped, because there is no stronger combination.
    • Unlike other cards, 1-die cards can accept multiple matching dice: if you put one 5-pip die on a 5-pip card, a player who rolls two 5-pip dice can bump off your 1 die (and can themselves be bumped off by another player if they were to roll and allocate three 5-pip dice).
  • Any unused dice get allocated to the bonus die, which can then be claimed as if it was a card. If you claim the bonus die, roll it with the other dice, but instead of treating it like a sixth die, you can copy its pips on one of your 5 dice before proceeding to set your dice on cards.
    • After a turn involving the bonus die, place it back on the right side. The bonus die can’t be claimed and used two turns in a row. You won’t be able to reserve any unused dice on a turn when you have the bonus die.

End of the Game

  • If a stack becomes empty (except the joker) (or 2 stacks with 5 players), the game ends.
  • Each player claims all cards and the bonus die as if they were at the start of their turn.
  • Each card is worth the points on the card. If you have the bonus die, roll it and score its value as points.
  • Each card has a colour (red, yellow, blue or black). If you have 2 or more cards of a colour, score 1 point for the first card, 2 points for the second, and so on.
  • The player with the most points wins.