Enter player names separated by commas (1–8 players). Real dice physics, real scoring rules.
Eight dice. Reach exactly 10,000 to go out — not more. Going over is unrecoverable, since only an exact 10,000 goes out.
Roll, then tap the scoring dice you want to keep and press Keep Selected. Every die you keep must contribute to a score; a selection containing a die that scores nothing is rejected. Keep at least one scoring die or you bust and lose everything unbanked that turn. After keeping, either bank your points or roll the dice you didn't keep. Keep all eight and you get a fresh set of eight to roll on.
The order you tap the dice decides how the roll is read, so the same dice can pay differently. Tapping 6,6,6 first locks a trip and the remaining 1,2,3,4,5 then reads as a small straight (1,350 total). A complete 1-6 inside one selection is always a large straight, whatever order you tap it in.
Once your banked and unbanked total is exactly 10,000 you cannot bank. You must roll for nothing: roll your remaining dice and hope none of them score. If none score, you go out even. If any score, you lose your unbanked points and your turn ends. Fewer dice left means better odds, so it pays to reach 10,000 having kept as many dice as possible.
When the first player goes out even, everyone else gets exactly one more turn to do the same. Banking on that last turn wins nothing — only reaching 10,000 does.
If more than one player goes out even, each is asked in turn whether to split the pot. A split needs everyone to agree — a single refusal sends it to a roll-off. The player who went out even first then chooses whether to roll first or last, and that order holds for the whole roll-off.
In a roll-off you cannot bank. You roll until you bust, and whatever you had accumulated when you bust is added to your 10,000 rather than lost. Highest total wins. If the top score is tied, those players go again, in the same order, until someone comes out ahead.
An optional mode. Sets, unfilled straights and three-pairs survive an and-roll, so they can still be extended on later rolls in the same turn.
Locked in. In a Trippn roll-off only, a player who gets sets of 2s, 3s, 4s and 6s all working at the same time wins the roll-off outright, there and then. With those four sets working, plus 1s and 5s that always score, every die they roll would score, so they could never bust — and in a roll-off, busting is the only way a turn ends. Scoring all eight dice in a single roll is not enough on its own; that just and-rolls as normal.
Every new player gets 2,000 starting coins. Tables cost 250, 500, 1,000, 2,000 or 5,000 coins to sit at. Every player pays the buy-in, the house takes no cut, and the winner takes the whole pot. A split or a shared roll-off divides the prize between the winners.
Coins have play value only. They cannot be exchanged, redeemed, transferred or cashed out for money or anything else, and they have no monetary value.
Games with bots are always practice — no coins are staked and none are won.
Playing for coins is between registered accounts only. Every seat at a paid table belongs to a signed-in player. Passing one phone around is practice, not a coin game.
This is a test build and the coin system is not final.