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The House: bosses

Two rounds per run are boss rounds. The House takes one rule off the table and you have to win anyway.

There are 12 bosses: 6 mid bosses for Round 5 and 6 final bosses for Round 9. At the start of a run the game draws one of each and shows both at the top of the table from the first round, so you can build with them in mind.

BossRuleRoundTarget
The Pair BanPairs score nothingRound 51,560
Cold OpenPot is halved on your first throwRound 52,180
The Tax ManRerolls cost $1 per kept dieRound 52,290
PadlockYour first charm sleeps all roundRound 51,870
The CeilingScored dice count 3 pips at mostRound 52,500
Hands Off Five5s score nothingRound 52,080
Low Rent1s and 2s score nothingRound 93,650
Short NightOnly 2 throwsRound 92,920
Tight GripOnly 1 reroll per throwRound 92,990
The SleepersCharms sleep on your first throwRound 93,390
The JinxYour rarest charm sleeps all roundRound 93,470
The SqueezePot is halved on every throwRound 93,140

In Endless a boss comes every 3 rounds after Round 9, drawn from all 12. On Gold Chip there is a third boss, at Round 3.

Round 5: The House steps in

6 bosses. A run draws one of them at the start. The round's base target is 2,080, and each boss changes it a little to match how hard its rule is.

The Pair Ban: Pairs score nothing

Target 1,560.

A Pair or a Two Pair starts from nothing: no base Pot or Odds, no pips, and no die charms. Only the charms that look at the whole hand still add to it. Every other hand scores normally.

Plan: Aim past the pairs. Keep three of a kind, chase a straight, or hold out for a Full House. If you have leaned on Twins, expect a rough round. The target is lower to make up for it.

Cold Open: Pot is halved on your first throw

Target 2,180.

On the first throw of the boss round, the Pot from your hand and its dice is cut in half, rounded down. Charms that look at the whole hand add theirs afterwards.

Plan: The first throw is the weak one. Use it to take a safe hand, or throw it away on purpose and save your attempts for the second and third.

The Tax Man: Rerolls cost $1 per kept die

Target 2,290.

Each reroll costs $1 for every die you keep.

Plan: Holding a lot of dice and rerolling one is the expensive way. Keep fewer dice, or score what you rolled and keep your cash. Anchor and Grip get costly here.

Padlock: Your first charm sleeps all round

Target 1,870.

The charm in the first slot of your rack does nothing for the whole round. The rest work as normal.

Plan: Know which charm is in your first slot before the round starts. The rest of your rack works as normal, so a build that does not lean on one charm handles this best. The target is lower to make up for it.

The Ceiling: Scored dice count 3 pips at most

Target 2,500.

Each scoring die adds at most 3 pips to the Pot, so a 6 counts as 3. Die charms still fire on their real faces.

Plan: Big faces lose their pip value, but Sixer and the other die charms still pay. Charms that add Pot or Odds directly matter more than the dice. The target is higher to make up for it.

Hands Off Five: 5s score nothing

Target 2,080.

A scoring 5 adds no pips and triggers no die charms. The hand itself still counts, so a straight keeps its base Pot and Odds.

Plan: Fistful and Odd Ones lose a die here. Throw back 5s when you can, and lean on hands and charms that do not need them.

Round 9: The House, final round

6 bosses. A run draws one of them at the start. The round's base target is 3,650, and each boss changes it a little to match how hard its rule is.

Low Rent: 1s and 2s score nothing

Target 3,650.

Any die showing a 1 or a 2 adds no pips and triggers no die charms. A hand made of them is worth only its base Pot and Odds.

Plan: Reroll the small faces and build with 3 to 6. Low Ball, Snake Eyes and Pennies get awkward here.

Short Night: Only 2 throws

Target 2,920.

You get two throws in the boss round instead of three, and Extra Throw still adds one.

Plan: Two attempts is a big ask, though the target is lower. You need a big first throw, so take the best hand you have and push the Odds.

Tight Grip: Only 1 reroll per throw

Target 2,990.

One reroll per throw instead of two. Second Wind does not add to it.

Plan: Rolling the right dice the first time matters more. Charms that do not depend on a specific roll are safer, and Pit Stop gets a lot of use.

The Sleepers: Charms sleep on your first throw

Target 3,390.

Your charms do nothing on the first throw of the boss round. They wake up for the second.

Plan: Treat the first throw as a free roll with a bare hand. Take it if it clears a good chunk of the target, then let your charms handle the rest.

The Jinx: Your rarest charm sleeps all round

Target 3,470.

Your rarest charm does nothing for the whole round. If two charms tie for rarest, the one furthest left is the one that sleeps.

Plan: Do not hang the whole plan on one Rare. A rack with a few Commons or Uncommons carrying real weight handles this best.

The Squeeze: Pot is halved on every throw

Target 3,140.

On every throw of the boss round, the Pot from your hand, its dice and Leftovers is cut in half, rounded down. Charms that look at the whole hand add theirs afterwards.

Plan: Flat Pot charms hurt here and Odds charms do not. Look for hand charms that add Odds or multiply them, and the lower target gives you some room.

Next: all charms or how to play.

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