MISHIMASH
Play MISHIMASH, a fast six-dice push-your-luck game where every roll can build your score or end the turn, with tracking handled by Cubiri.
How to Play MISHIMASH: Complete Rules | Cubiri
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.
Multipliers worked through
On roll 1, selecting three Twos scores 2 × 1 = 2. On roll 2, selecting a single One scores 1 × 2 = 2 more: the turn holds 4. The multiplier applies to the new roll only. A later bust loses the entire unbanked turn, not previously banked totals.
A clear is not a free retry
Clearing every available die awards the MISHIMASH bonus and returns six dice, but the accumulated turn is still at risk on the next roll. The first clear adds 10, the second adds 20, without multiplying those bonuses. Consider banking a useful total instead of chasing the next clear.

