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Feral Worlds: Tabletop Games · Dice Games · Classic rules

Hoard

Pile it up. Know when to bank.

Feral Worlds

Setup

  • Players: two or more at a real table. The practice table is a solo race to the target.
  • Dice: six, all rolled at the start of every turn.
  • Target: 5,000 points in the Full game, 1,500 in our Quick game.
  • On the board: your first bank must be at least 300 in a single turn.

How to play

  1. 1Roll. Roll all six dice at the start of your turn.
  2. 2Keep. Set aside at least one scoring die or combination from every throw.
  3. 3Bank or roll. Bank your turn total and pass the dice, or roll the dice you did not keep.
  4. 4Hot dice. Score every die and you roll all six again, keeping your turn total.
  5. 5Bust. A throw with nothing that scores loses the whole turn total.
  6. 6Reach the target. Bank enough to reach 5,000 and you win.

Winning

The first player to bank the target score wins.

Scoring

What you keepPoints
A single 1100
A single 550
Three of a number (three 1s = 1,000)Number × 100
Four, five, six of a kindDouble each time
A straight, 1 to 61,200
Three pairs, or four of a kind and a pair800
Two triplets1,500

Our Classic rules: the table above, 300 to get on the board and 5,000 to win. Some tables score straights and pairs differently, or let you bank on any turn; those are house rules.

Key terms

Bank:
To add your turn total to your score and end your turn.
Bust:
A throw with nothing that scores, which loses the turn total.
Hot dice:
When every die scores, so you roll all six again.
Set:
Three or more dice showing the same number.
Straight:
One of each number from 1 to 6.
On the board:
Having banked 300 or more in a single turn, so your score counts.