The scoring foundation is fairly stable
Single 1s and 5s usually score 100 and 50. Three 1s commonly score 1,000, while three of another number score one hundred times the die. The disagreements begin with larger sets and special six-dice combinations.
| Rule | Common option A | Common option B |
|---|---|---|
| Opening bank | No minimum | 500 or 1,000 points |
| Four of a kind | 1,000 points | Double the triple |
| Three pairs | 1,500 points | No special score |
| Straight | 1,500 points | 2,500 points |
| Final round | One reply turn | Highest score immediately wins |
Opening minimums change the early game
A 500- or 1,000-point entry requirement forces players to take more risk before they can begin banking. That creates dramatic openings but can also leave one player watching the others pull away. No minimum produces steadier, shorter games.
Large sets need an explicit rule
Decide whether four, five, and six of a kind use fixed scores or multiply the value of a triple. Also decide whether a four-of-a-kind plus a pair counts as three pairs. Neither choice is inherently wrong; the trouble comes from changing the rule mid-turn.
Write down the table's version
A short rule card prevents most disputes. Record the opening requirement, special combinations, hot-dice rule, and how the last round works. Roll or Bust uses its own displayed scoring rules, so players can check the game rather than relying on memory.