Upper Section | Middle Section | Lower Section | |||
---|---|---|---|---|---|
Combination | Score | Combination | Score | Combination | Score |
Grand Total | 0 |
The rules of SoaKer are rather complex. The player is given six colored dice to roll, and is to score as high as they can with a finite number of turns and rolls. In between rolls, the player can keep dice (by tapping on one to toggle its lock state).
After up to three rolls are completed, a turn ends by choosing a combination (or simply combo) and recording a score or a zero (by tapping on the desired score box).
Upper Section combos are scored simply by counting up the number of dice that corrospond to the chosen combo. A bonus of +40 is awarded if at least 69 points can be scored in this field.
The Lower Section comprises of X of a Kind (X dice of the same numeral) and Yarborough (any dice combination can score). Five of a Kind also offers a same color bonus.
Middle Section is probably the most complex section in the game. Three Pair should be self-explainatory, while Two Trios can be explained by constituting each Three of a Kind as a trio. These two combos also offer a same color bonus. The straights are simply comprised of a sequence of numbers.
If a Six of a Kind has been rolled, and the corrosponding box has already been scored, then a joker may be applied to any Middle or Lower Section entry (complete with a color bonus if applicable). A SoaK bonus (100 points each) is also provided if the Six of a Kind box did not have a zero assigned to it. If an Upper Section box is scored, then the usual scoring is applied instead.