The Basics
TriRoll is a scoring challenge — there's no win or lose, just how high you can push your total across a single 6-round game.
TriRoll is played over 6 rounds. Each round you roll 3 dice and place 2 of them if possible — the third is discarded, unless you free it with an Unlock charge (see below).
Two of the three dice are color-coded to a specific color each round — a purple die can only go in the Purple area, and so on. The white die can be played in any color area with room.
In the final round, any colored die whose row is already full turns white, so it can go on any row.
The tabs peeking out under the tray show the colors of next round's dice.
Each game is composed of three color areas chosen randomly when the game is generated:
Color Areas
Other Color Areas
Bonus Badges
Every color area has a few bonus badges sitting on specific slots. Filling that slot earns the bonus immediately. There are several different types of bonuses that may appear:
Multiplier Hearts
Each color area has one multiplier heart that you can earn by filling the slot it's attached to. At the end of the game your total score includes a multiplier bonus: the lowest of your three color area scores, multiplied by however many multiplier hearts you've earned. Keeping all three color areas reasonably balanced matters more than maxing out just one.
Free Space Bonuses
These bonuses get used immediately when they are earned. They will fill in a free space in the area matching their color. They will resolve automatically, and they will always fill in the best possible number for you. If the destination slot also has a bonus, that bonus will be earned immediately.
Power-ups
Wild, Unlock, and Nudge are earned by filling their slot, but rather than doing something immediately, they bank a charge you can spend later — this round or several rounds later. Multiple power-up bonuses can be used on the same turn.
Wild — spend a charge to turn a colored die into a white die that can be played in any color area.
Unlock — spend a charge before ending the round to place that round's third die instead of discarding it. Don't waste an Unlock on a die that can't be played that round!
Nudge — spend a charge to add or subtract 1 from a die in your tray before you place it (can't go below 1 or above 6).