Jamb

Rules

Goal

Fill the Jamb scorecard for the highest total. Classic Jamb uses 6 dice; only 5 dice count for a scoring entry.

Rolling

You may roll up to 3 times. After each roll you may hold any dice and reroll the rest.

Columns

↓ fills from 1 to Jamb, S is free choice, ↑ fills from Jamb to 1, and N is Najava: after the first roll you announce the row you will play.

Upper section

Rows 1–6 score matching dice. A completed column with at least 60 points in these rows gets a 30-point bonus.

MAX and MIN

MAX is the sum of the highest five dice and MIN the lowest five. The section scores (MAX − MIN) × the value entered in row 1.

Kenta

A straight 1–5 or 2–6 scores 66 on the first roll, 56 on the second and 46 on the third.

Combinations

Triling = three equal +20. Full = three equal plus a pair +30. Poker = four equal +40. Jamb = five equal +50.

End

The game ends when all scoreable cells are filled. Highest total wins.

Tips

Plan around the open cell

Order columns limit where you may score. Hold dice for the cell that is actually available.

The sixth die is a helper

Cubiri automatically evaluates the best valid five dice for each category.

Najava is a commitment

After the first roll choose the announced row carefully; that row is locked for the N column.

FAQ: Can I score zero?

Yes. If a cell is legally available you may enter 0.