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Claimed
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Best
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Roll the dice
The definitive press-your-luck dice game, distilled to one delicious decision you make over and over: roll again, or stop? You throw four dice, pair them into two sums, and inch temporary runners up eleven numbered columns — but only three runners may be out at once, so each turn you are quietly committing to a handful of numbers and praying the dice keep feeding them. Every successful roll tempts you to push for more, yet one barren roll that advances nothing wipes out everything you gained that turn. The columns are a perfect trap: the middle numbers come up constantly but are tall, while the edges are short but rarely appear, so greed and caution pull in opposite directions on every throw. Race to plant your flag on three columns; your score is how few turns it takes, so play bold, but know when to walk away.
Your goal is to be the one to reach the top of three columns. The board has eleven columns numbered 2 to 12; the middle ones are the tallest because they are the easiest to roll, and the outer ones are short because they almost never come up.
Tap Roll to throw four dice. Four dice can be split into two pairs in three different ways, and each way gives you two sums — two column numbers. The game shows you the (up to three) pairings as buttons; tap the one you want. For each of its two numbers, a temporary runner steps up one space on that column. If both dice pairs make the same number, that column advances two.
The key limit: you may only have THREE temporary runners on the board during a turn. While you have fewer than three, a roll can open a new column; but once three are running, only rolls that name one of those three do anything.
After advancing, you decide. Tap Roll again to keep climbing, or tap Stop & bank to end your turn safely — banking converts your three runners' positions into permanent progress that can never be lost. The catch is the bust: if you roll and NONE of the pairings can advance any of your active columns, you bust, your turn ends immediately, and all the ground you gained this turn vanishes.
Reach the very top of a column and, once you bank it, that column is claimed and shows green. Claim three columns and you win. Your score is the number of turns you used, so the fewer the better — which means knowing exactly when a lead is worth banking instead of pushing for one more roll.
Live in the middle. The columns 6, 7 and 8 come up far more often than any others, so a turn that puts all three runners on central numbers can roll a long time before it busts — that is where you make real ground. The 2 and 12 columns are tempting because they are only three steps tall, but you will sit on them for ages waiting for a sum that almost never lands.
The danger begins the moment your third runner is placed. With one or two runners you can almost always do something; with three, the board is locked to those three numbers and the bust clock starts ticking. So choose that third column carefully, and notice that the safest trios are clusters of common numbers, while a runner stranded out on a 3 or an 11 quietly raises your bust odds every roll.
Bank greedily early, gamble late. A few steps banked are worth more than a big pile risked, especially at the start when you have everything to lose. The classic mistake is chasing one more roll when you already hold a good position — quit while you are ahead and turn that progress into permanent, claimable ground. A turn that banks three modest gains beats a turn that busts a huge one.
Think in whole columns, not single steps. You only win by reaching the top, so progress that nearly finishes a short column is worth more than the same number of steps smeared thinly across tall ones. Pick a couple of columns to commit to across several turns and drive them home, rather than dabbling everywhere and claiming nothing.