> For the complete documentation index, see [llms.txt](https://organized-chaos.gitbook.io/organized-chaos-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://organized-chaos.gitbook.io/organized-chaos-docs/quicks/playing.md).

# Playing

How a game runs, from sitting down to the last cross.

## Sitting down

Walk up to a free chair and press **E**. The first player to sit down starts the game and chooses the time per step in the lobby. By default one player is enough to start.

| Key     | Action                                                                              |
| ------- | ----------------------------------------------------------------------------------- |
| **E**   | Sit down, or open the board again                                                   |
| **ESC** | Close the board. You stay seated                                                    |
| **X**   | Stand up. You are asked to confirm first                                            |
| **C**   | With the board closed, switch between the camera over the table and the normal view |
| **G**   | Watch a game from beside the table                                                  |

When the table is waiting for you, the hint at the top left says so. In Quicks that happens in the other players' turns as well.

## A turn

1. **Throw.** The player whose turn it is presses **Space** or the button and throws all six dice.
2. **The white dice, for everyone.** Every player may cross the sum of the two white dice in one row of their own sheet, or let the dice be. Everyone decides at the same time, and the turn goes on when everyone has.
3. **A coloured die, for the thrower.** The thrower may then add one white die to one coloured die and cross that sum in the row of the die's colour, or let it be.

<figure><img src="https://3924607527-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkrCqB30nvL5PDNUr89iF%2Fuploads%2F46vKmGROxywDbhVZvPBs%2Fquicks-board.webp?alt=media" alt="The Quicks board while everyone decides on the white dice"><figcaption><p>The white dice make 5. The green 5 is picked, and the numbers it would pass by have faded.</p></figcaption></figure>

One click picks a number, a second click on it crosses it. **Enter** or the green button does the same. The other button, or **Backspace**, lets the dice be. When that would cost a penalty, the button is red and says so.

Your sheet is the large one. The other players' sheets are on the right, small. The numbers the dice let you cross light up, and the numbers you would pass by for good fade as soon as you pick. Under each coloured die stands what it makes with either white die.

See [Rules](/organized-chaos-docs/quicks/rules.md) for what may be crossed and how the points count.

## Running out of time

Every step of a turn has its own clock. If it runs out before the throw, the dice are thrown for the player. If it runs out while players decide, the dice are let be for everyone who has not decided.

## Around the board

* **Help.** The **?** at the top right explains the game in seven sentences.
* **Reactions** at the bottom right. One click, and the symbol appears for a moment beside your name on everyone's board.
* **Leaderboard.** The trophy at the top right opens it. It needs `oxmysql`.
* **Volume** at the bottom left. Every player keeps their own setting, and it also applies to the sounds at the table.

## Against the computer

The player who starts the game fills free seats with **+ Computer**, in the lobby and after every game, and sends computer players away again with **×**.

The computer plays on the server by the same rules as everyone else. A click on the strength next to its name switches to the next one:

| Strength | How it plays                                                                                                                                                | Points on average |
| -------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------- |
| Easy     | Crosses what passes by few numbers and lets the rest be. Sometimes overlooks the white dice. In its own turn it crosses anything rather than take a penalty | about 51          |
| Medium   | Weighs every cross against the numbers it gives up for it, every number alike and one step at a time. Now and then overlooks the white dice                 | about 57          |
| Hard     | Knows that a 7 comes far more often than a 2 or a 12, plans both steps of its own turn together, and does not end a game it is losing                       | about 69          |

The points are from games of four computer players, the three strengths mixed.

A ped sits on a computer player's chair. It waits until the dice have landed before it decides. If the last human stands up, the computers leave too. Games with computer players are never played for money.

## Watching

Anyone standing at a table opens the board with **G**, without buttons, and sees the game in progress. ESC closes it again.

## Leaving and losing the connection

Whoever stands up in the middle of a game drops out. If only one of several players is left, that player wins.

A player who loses the connection in the middle of a game keeps the seat and the sheet for two minutes (`Config.ReconnectTime`). After reconnecting they get a notice, and **E** at their own chair continues the game. While the player is away, the dice are thrown for them and they cross nothing, which costs a penalty in each turn of their own. If they are not back in time, or the game ends before that, the seat becomes free.

## At the table

During a game a score sheet with a pencil lies in front of every player, and the cup stands with whoever's turn it is. The thrower picks up the cup and shakes it, the computers' peds included. Then the dice fly out to the middle of the table, to the same spot for everyone. When a row is locked, its die is taken off the table. A throw stays on the table until the next one. Anyone standing nearby hears the dice.

Every table has a blip on the map. A marker can float over free chairs, which is off by default.
