THE COPPER FOX TAVERN

One more roll?

Six dice. A little courage. A table full of possibilities.

RACE TO
10,000

IN THIS TURN0
+
YOUR SELECTION0

1–6 select dice · R roll · B bank · H suggest · U undo

The scorecard

Single 1 100Single 5 50Three 1s 1,000Three of a kind face × 100Four / five of a kind double / quadruple1–6 straight 1,500Three pairs* 750Six of a kind Instant win
* Four of a kind + a pair also qualifies; higher scoring interpretation wins.

At the table

    A little luck. A little restraint.

    Roll six dice. Select any scoring combination, then roll the rest or bank the turn. Every selected die must score. Melds only combine dice from the same roll.

    Your first bank needs 1,000 in one turn; later banks need 400. A throw with no scoring dice is a Farkle: lose this turn’s points and pass.

    Score all available dice for hot dice: roll six again and keep accumulating. Once a bank reaches 10,000, the opponent has one final turn to beat it. Ties stay with the leader. Six identical dice thrown together win instantly.

    Use “Suggest” to select the highest-scoring combination. The Fox weighs the remaining dice and points at risk. “Undo turn” returns to the beginning of your turn, including the computer’s reply. “Learning roll” opens a separate practice match with a ready-to-score straight.