Example Turn:
- Roll 1: Dice show [6, 3, 3, 5, 2].
· You must set the 6 aside. You cannot touch the 5 yet.
· You re-roll the remaining four dice: [3, 3, 5, 2]. - Roll 2: You now have a 6 set. You roll the four dice and get [5, 4, 1, 1].
· You must set the 5 (your Captain) aside.
· You now have 6 and 5 set. You re-roll the remaining two dice: [4, 1]. - Roll 3: You roll the two dice and get [4, 6].
· You must set the 4 (your Crew) aside.
· Your sequence is complete! Your “cargo” is the last die, which is a 6. Your score for the round is 6.
This is a fantastic, fast-paced game. Establish your “High Roller” house rules before you start playing for the truest “Perfect Pinwheel” experience