I dunno throw dice, I guess? I mean, the strategy you need to use for this game is just sort of a fundamental understanding of probability, the pigeonhole principle, and a few other things.I’d recommend it at pretty much any player count. Either way, there’s a bit more chaos happening with higher player counts, though you’ll still only ever have a maximum of five dice in the “cauldron” at a time (see the pigeonhole principle, below). At higher player counts you have to deal with player elimination, which is generally annoying, but there’s no real way to fix that short of having additional dice or completely overhauling the game, so I’m willing to give it a bit of a pass. They have a recommended resolution order for the dice, to save you some effort: In this mode, all elements are in play simultaneously! It’s a huge mess, but what can you do. As you might guess, you cannot have your dice already in a stack. The first player to do so says “DONE!” and then takes all the dice with matching faces from the bowl. Fire – Column of Fire: Speaking of stacks, as soon as these faces match, all players must immediately stack their remaining dice in a column.You represent this by stacking them into a column. When you take any dice with matching rock faces, they are treated as one die until they are thrown again. Rock – Boulders: This one is fun and exciting.We don’t play with this specific element as the primary very often, as a result. It’s great if you’re out of dice very bad if you’re winning. Wind – Hurricane: Once you take the dice out of the bowl, all players must pass all of their dice to the player on their left.It’s unclear if your turn still ends in the base game, but it doesn’t in ours. If you ever have matching water faces, you cannot remove them from the center.
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