MISHIMASH — Rules
OBJECTIVE
- Be the first player to bank the target score. The default target is 1000 points.
- Roll six dice, keep scoring groups, then BANK safely or ROLL AGAIN for a growing multiplier.
SCORING
- Single Ones score 1 point. Single Fives score 0.5 point.
- Three Ones score 10. Triples of 2–6 score their face value. Four, five and six of a kind follow the same repeated-set progression.
- A 1–2–3–4–5–6 Straight scores 15. Three Pairs score 10.
- Scoring groups are atomic. You may select only part of a roll when those groups are independent.
YOUR TURN
- Select at least one scoring group after every scoring roll.
- BANK adds the projected turn score to your total and ends the turn.
- ROLL AGAIN rolls the remaining dice. Roll 1 scores ×1, roll 2 ×2, roll 3 ×3, with no cap. The multiplier applies only to scoring from that roll.
- A roll with no scoring group is a BUST. All unbanked points from that turn are lost.
MISHIMASH
- Clearing every available die triggers MISHIMASH immediately, adds 10 points and returns all six dice.
- The multiplier progression continues. The MISHIMASH bonus itself is never multiplied.
- Further clears in the same turn award +20, +30, +40, +50 and continue linearly.
ENDGAME
- The target is checked only after BANK.
- In multiplayer, reaching the target starts the existing no-wrap Final Round. Highest banked score wins.
- Tied leaders enter Sudden Death batches until one player leads.
CUBIRI ORIGINAL #2
Dedicated to Mišinka. Happy Nameday.
In our culture, every calendar day is assigned a name, and we celebrate it similarly to a birthday.

