Run Buster
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Board Game

Run Buster

By Mark Steere

Players take turns rolling their own six dice, one roll per turn, and adding some of their newly rolled dice into their own hand. Players sometimes kill their opponent's hand. Straight - Collection of one or more dice, numbered sequentially, such as (2, 3, 4), (3, 4, 5, 6), and (1). [A straight is always as long as it can be. It’s never a sub-straight of a longer straight.] Full straight - (1, 2, 3, 4, 5, 6) Complement (or Run Buster) - The set of dice which, when combined with a non-full straight, completes a full straight. For example, the complement of (2, 3, 4) is (1, 5, 6). To win, your hand must be a full straight. [Hands are always comprised of exactly one straight.] Begin your turn by rolling the dice in your cup. If your newly rolled dice contain the complement of your opponent's straight, you must remove his hand from the table. Then (whether or not you've killed your opponent's hand) you must extend your straight with at least one of your newly rolled dice, if you can. For example, say your hand is (4, 5) and you've rolled (3, 4, 4, 6). Your new, extended straight options are (3, 4, 5), (3, 4, 5, 6), and (4, 5, 6). But say that, instead, you've rolled (1, 2, 4, 5). In this case, there's no way to extend your (4, 5) straight. As always, put your remaining dice back in your cup, concluding your turn.

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Players2
Playtime10–20 min
Age8+
Year2025
  • Dice
  • Hand Management
  • Dice Rolling
  • Take That

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