The Two Red Sixes
Perhaps the oldest of all the combos, the two red sixes is a rare and powerful rule that can grant the fortunate instant victory. Technically a true transformation, upon a victory this rule ends the game for all players.
Normal Use
- As you will already know from Doubles, Triples, and Quadruples, you can play two cards at once as a single action.
- Whenever you do this with the two red sixes, first resolve the following:
- Roll 1d6. If you roll a 6, you win the game and the game ends. Not only are you the winner, but you are the sole winner, with all other players as equals in defeat (yes--regardless of if those players have already won and left the game!).
- If you roll anything else, then resolve the actions as you normally would: first the actions of the double six, then the action of the double.
- Note that this can exact a heavy toll and force you to pick up many cards. Such is your payment for getting so close to victory!
Playing More Sixes
- Yes, you can play more sixes than just the two reds when activating this combo. For instance, you could play all four. In this case you would first resolve the d6: do you win? If not, resolve the quadruple 6 as normal.