sen
Standard Rules
In Advanced sen, starting configurations are randomized. Within the starting area, random rolls that add up to 10 are reflected across the board. Configurations will always feature at least 1 One. Besides this, Standard rules apply:
- Win: There are two ways to win in sen. Perfect Victory is when you’re the first to place two Sixes in the 4 central squares (marked by corner brackets). Lesser Victory is when you leave your opponent with no Ones. (If both players lose their last One at once, it’s a Draw.)
- Move: A die can move from 1 to its face value in squares on the board. Even numbers move up/down/left/right, odd numbers move diagonally. Ones can move any direction. Dice can’t jump over others (except Fives, which can pass through any dice).
- Capture: A smaller die can never capture a die of greater value. If your die lands on an opponent’s die that’s of lower value, its value is subtracted from your die. If your opponent’s die is of equal value, its value is added.
- Combine: Move onto your own die of equal value to merge them into one. Their values add up!
- Over 6: Whenever the result of your Capture/Combination would exceed 6, the die in question becomes a Six, and you return one of your lost dice as a One to any free square in your starting area.
- Back Line: A One that reaches the opponent’s back row becomes a Six. (This also applies if a capture results in a One on an opponent’s back row.)
Rare Outcomes: If a board state is repeated 3 times, the game ends in a draw. If 36 consecutive moves occur without a Capture or Combination, the player with the most Ones wins.