> 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/rules.md).

# Rules

The four rows, the two steps of a turn, penalties, locking a row and the points.

Every player has a sheet of four coloured rows and crosses numbers on it. Whoever has the most points when the game ends wins. In a tie, all tied players win and share the pot.

## The sheet

Each row has eleven numbers.

| Row            | Numbers           |
| -------------- | ----------------- |
| Red and yellow | from 2 up to 12   |
| Green and blue | from 12 down to 2 |

A row is crossed from left to right. Numbers may be passed by, but what is passed by stays open for good.

## A turn

The player whose turn it is throws all six dice: two white ones and one in each row's colour. Then, in this order:

1. **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 it be. All decide at the same time. The turn goes on when everyone has.
2. **A coloured die, for the thrower only.** The player whose turn it is may add one white die to one coloured die and cross that sum in the row of the die's colour, or let it be.

## Penalty

A player who crosses nothing at all in their own turn, in neither step, takes a penalty of 5 points (`Config.PenaltyPoints`). The other players never take one.

## Locking a row

The last number of a row is the 12 in red and yellow, and the 2 in green and blue. It may only be crossed by a player who already has 5 crosses in that row (`Config.LockAt`).

Crossing it locks the row for everyone, counts as one more cross for whoever did it, and takes the die of that colour out of the game.

If the white dice make that number, several players can lock the row on the same throw. It closes when that step ends.

## The end

The game ends as soon as 2 rows are locked (`Config.LockedRows`), or a player has taken 4 penalties (`Config.Penalties`).

If the rows are locked with the white dice, the game ends there. The thrower gets no coloured die and no penalty for that turn.

## Points

Every row is counted by its crosses. The lock counts as a cross, so a row can hold twelve.

| Crosses | 1 | 2 | 3 | 4  | 5  | 6  | 7  | 8  | 9  | 10 | 11 | 12 |
| ------- | - | - | - | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| Points  | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 | 66 | 78 |

The four rows are added up, and the penalties come off.

## Nothing to cross

A player who has no row for the white dice has nothing to decide and is not waited for. If the thrower then has no number for a coloured die either, the turn ends by itself, with the penalty if nothing was crossed.

## Running out of time

If a step runs out of time (`Config.TurnTime`), the dice are thrown for the player, or let be for everyone who has not decided.
