That's So Clever! | Game Over | Thanks for playing!
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That's So Clever! | Game Over | Thanks for playing!
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That's four!
Let's get this started. Rolling for starting player. This time, I'm going to set the starting player officially as Player 1 to keep things straight, then re-organize based on sign-up order from there.
Original Roll String: 1d41 4-Sided Dice: (3) = 3Mish-Mash Janitor
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Snakes: Roll 1 - Yellow 2, Blue 5, Green 3, Orange 4, Purple 1, White 3.
He scores and KEEPS: Purple 1; he LOSES: nothing (no values lower than 1.)
Roll 2 - Yellow 5, Blue 6, Green 6, Orange 3, White 4.
He scores and KEEPS: Orange 3; he loses: nothing (no values lower than a 3.)
Roll 3 - Yellow 6, Blue 4, Green 5, White 6
He score and KEEPS: White 6, scoring as Purple; he loses: Yellow 6, Blue 4, Green 5.
Everyone EXCEPT Snakes must now choose and score a die from the LOST column. Kept dice are provided for reference, use of S TOKENs (if any), and for use of the Blue and White dice (if scoring Blue, or if scoring White as Blue).
NotAJumbleOfNumbers scores the Yellow 6 (4th column).
Sirius9121 scores the Yellow 6 (4th column).
Will update scores and scoring grids momentarily.
Once Nancy Drew 39 choose a die to score, we'll move on to Round 1-2 and NotAJumbleOfNumbers's turn.Mish-Mash Janitor
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(by the way - anyone looking for tips on how to take their turn from a "typing it up and making it legible and obvious what you're doing" perspective as well as an "all moves were legal and correctly performed" perspective - Snakes's turn was perfectly executed. I was able to copy-and-paste quite a bit of it when doing my write-up.)Mish-Mash Janitor
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I'm going to be pretty liberal about posting scoresheets to try and keep errors on my part to an absolute minimum. Please let me know if I'm posting too many.
EDIT> Pagetop edit. Current status: End of Snakes's turn, Round 1. Waiting for Nancy Drew 39 to score a die from the LOST column.
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If you're talking about Twice as Clever and ... Clever Cubed?, I haven't played either of them, so wouldn't trust my ability to run them correctly.In post 26, NotAJumbleOfNumbers wrote:Could we possibly run the sequel / threequel after this game?
If someone who is familiar with them wants to run either, I certainly wouldn't object.
Alternately, if there's enough demand for another game of this, I'd be willing to run a Game 2.Mish-Mash Janitor
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Right now, you have four options.
1) Take the Yellow 6 and mark off the Yellow 6 in the second column.
2) Take the Yellow 6 and mark off the Yellow 6 in the fourth column. (This is what NotAJumbleOfNumbers and Sirius9121 both opted to do; this doesn't stop you from doing that yourself if you want.)
3) Take the Blue 4 and mark off the Blue 10. (Blue always gets added with White, and White is a 6.)
4) Take the Green 5 and mark off the first Green number. (Green has to be done in order, but consequently is less picky; the die just has to be >= the next number, and 5 >= 1.
Any of those would be legal choices. I can't advise you on which of those you *should* do, but I can try to go over the consequences of each more if you want.Mish-Mash Janitor
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Let's start with Yellow. There are two 6s in the grid - top of the second column, bottom of the 4th column. Scoring the Yellow 6 means marking off one (and only one) of those two 6s. In Yellow, you get points for marking off everything in a column; you get bonuses for marking off everything in a row.
The 2nd column needs 6,1,3 to finish (in any order); finishing it is worth 14 points. So you'd be 1/3rd of the way to 14 points - but if you don't finish it by the end of the game, it's worth nothing. It's also part of the top row; finishing that row awards a bonus Blue die (which scores any one Blue number once).
The 4th column needs 5,4,6 to finish (in any order); finishing it is worth 20 points. You'd be 1/3rd of the way to 20 points, but you'd need slightly higher numbers to finish the column, and higher numbers can be harder to come by. It's also part of the bottom row; finishing that row awards a FOX (which is bonus points based on your lowest scoring category). Finally, it's part of the diagonal bonus; finishing that awards an S TOKEN (lets you score a die for free at the end of ANY turn).
Scoring either of these won't get you anything now, but it's one step closer to scoring a goodly amount of points later; the 4th column offers more points but is tougher to complete. If you do either of these, you'll still have one Yellow 6 left on the board, so it won't stop you from scoring another should you get it.
The Blue 4 allows you to mark off the Blue 10 (4+6). That gets you 1 point - which isn't much, but Blue takes time to ramp up; the more Blue you score, the more each successive Blue is worth (except for the first time). Blue offers bonuses for completing both rows and columns; getting the 2/6/10 awards a Green die; getting the 9-12 awards a FOX.
If you do this, your next Blue will also be worth one point, and you won't be able to score a Blue 10 a second time; you'll need something different.
The Green 5 allows you to mark off the leftmost Green 1 in Green. That's worth 1 point - like Blue, Green starts out not paying off much, but each time you score Green, the rewards go up. Green's bonuses are based on how many times you score Green; first bonus is an S TOKEN, awarded for scoring Green four times.
If you do this, you'll need a 2 or higher to score Green the next time - for two points.
No matter what you pick, you'll be marking off something on your score sheet - and getting closer to the higher-scoring plays.Mish-Mash Janitor
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(expired on 2020-10-19 09:00:00), to be exact, before prods come into play.
Which play is optimal is a matter of opinion. In pure objective terms, both Blue and Green are worth one point now, while Yellow is worth zero right now. But all three are building blocks on the way to more points later, and that's where things get dicey.
Yellow demands specific dice, but offers greater short-term rewards. Sixes are tough to get, and getting one now means not needing it later. And it only takes three dice to get a decent amount of points.
Blue's not picky now, but will get pickier over time. But as the pickiness increases, the rewards increase as well. But the specific combo you have now is a harder combo to get, and taking it now means not needing to find it later (just like Yellow).
Green's like Blue, but the pickiness factor ramps up faster - and then reset half-way through. Rewards increase, and those don't reset. Green, however, will take literally anything for your first score - no difference at all between starting with a 1 and starting with a 5.Mish-Mash Janitor
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Sure.
10 pts 14 pts 16 pts 20 pts Row Bonus 365XBLUE X21X5ORANGE 41X24GREEN XX346FOXDiagonalbonus==>S TOKEN
With Yellow, the goal is to mark off (X out) columns, rows, and/or diagonals. The columns get you points; rows and the diagonal award bonuses. Four squares start off pre-X'd; those are freebies. The already-completed diagonal doesn't score anything.
When you score a Yellow die, you get to mark off a number in the grid that equals the value of the die. The Yellow die is a 6, so we're looking at the two 6s in the grid. One in the 2nd column (14 pts) and one in the 4th column (20 pts). So if you're scoring Yellow, you'll get to mark off one of those two 6s, replacing it with an X.
Neither of those two gets you anything right now, since whichever one you take, there'll still be two numbers left in the column. Column 2 has 6 / X / 1 / 3. If you X out that 6 now, it'll be X / X / 1 / 3 - you'll need a 1 and a 3 later on future turns to finish the column. Column 4 has X / 5 / 4 / 6. If you X out that 6 now, it'll be X / 5 / 4 / X - you'll need a 5 and a 4 later on future turns to finish the column.
As a general rule of thumb, it's easier to get lower-valued dice than higher-valued dice. That isn't always the case, though - and this Yellow 6 itself proves that.
So it's a question of: do you take the easier road for the lesser potential profit (Column 2), or the harder road for the potential greater profit (Column 4)?Mish-Mash Janitor
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NotAJumbleOfNumbers: Roll 1 - 5,5,5,3,2,3 -> Yellow 5, Blue 5, Green 5, Orange 3, Purple 2, White 3.
He KEEPS: Purple 2; he LOSES: nothing.
Roll 2 - 6,5,3,1,3 -> Yellow 6, Blue 5, Green 3, Orange 1, White 3.
He KEEPS: Green 3; he LOSES: Orange 1.
Roll 3 - 1,2,4 -> Yellow 1, Blue 2, White 4.
He KEEPS: White 4, scoring as Yellow (4th column); he LOSES: Yellow 1, Blue 2.
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You've got another opportunity to score a LOST die; this time you're picking between Orange 1, Yellow 1, Blue 2.
If you score the Orange 1: you'll gain 1 point. You'll also open up the next slot in Orange - which doesn't do anything special either, but it's progress towards the slots that hand out bonuses when you score them (starting with the 3rd slot).
If you score the Yellow 1: you'll have to pick a column, just like last time. 1s are in Column 1 (10 points, 3/2/1 needed to score) and Column 2 (14 points, 6/1/3 needed to score), so you'd have to decide which of those two you'd want to work towards. You're already working on Column 4 (5/4 needed to score) but Yellow isn't a 5 or a 4, so you can't make any progress there this turn. Column 2's one is also part of the diagonal (3/1/2 left to claim the bonus).
If you score the Blue 2: you'll mark off the 6 in the Blue grid. (White is 4; 4+2=6.) Same basic idea as last round; just a different die marked off. It'd be worth 1 point, and would be progress towards bigger and better things later in Blue.Mish-Mash Janitor
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It's a matter of opinion as to which is better.
Both of them equate to 1 point right now. Orange is 1 point specifically because the die is a 1; Blue is 1 point because Blue is always 1 point the first time you score it, no matter what you score it with.
Orange has more bonus potential and more total scoring potential - but Orange also needs high valued dice to have that scoring potential; Blue needs variety. Plus some of Orange's bonuses are multipliers - which get even more benefit from high-valued dice.
Orange is flexible - it can always be scored unless you run out of slots. With Blue, each possible 2d6 result (2-12) can only be scored once, and some numbers are harder to get than others.Mish-Mash Janitor
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I gave it a shot myself. It shows the entire scorecard and highlights exactly what's legal to take on a given roll. It's in German, but it's mostly language independent, other than the button for Roll. The dice are all the same; the "three arrows pointing at each other in a circle" icon represents R TOKENs; the "+1" button represents S TOKENs. (I renamed them for here - the R TOKEN as it's a lot easier to type than "three arrows pointing at each other in a circle TOKEN" and the S TOKEN to keep its style consistent with the R TOKEN.)In post 31, NotAJumbleOfNumbers wrote:If you want to practice, there's this 1-player game that you can play online: https://www.schmidtspiele.de/static/onl ... en-clever/
Note that as there are no other players, the "everyone else's turn" part is replaced by rolling all 6 dice and keeping the lowest 3 as usable, and there are 6 rounds instead of 4.
The silver platter is where LOST dice are stored; the three spaces to the side of the platter are where the KEPT dice are scored.
One other difference in the 1-player game: in the 1-player game, you can't use the S TOKENs / +1s on your "opponent's" KEPT dice. (Normally, that's legal.)Edit> Coulda sworn the rules said this, and when I tried it once, it didn't work ... but now it is letting me do it. Doesn't matter for purposes of this game, though.Last edited by Farren on Sun Oct 18, 2020 4:53 pm, edited 1 time in total.Mish-Mash Janitor
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When players are taking dice from the opponent whose turn it is, they can do so in any order; turn order doesn't matter there.
Turn order matters for figuring out whose turn it is to roll dice. Right now, it's still NotAJumbleOfNumbers's turn, but he's done everything he needs to. Once you pick the die you want, his turn will officially end. Then it'll be Round 1-3, and your turn to roll.Mish-Mash Janitor
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Correct. Blue will score you one point the first time you score it, whenever that is or whatever your dice are when you do it.
With Blue - value's hard to judge. When trying to score Blue, you need things you don't already have, and right now you don't have anything. When it gets down to the point where half of Blue is filled up, then it's easier to say for sure what's going to be helpful and what's not. If you have particular bonuses in mind - the Blue die will put you one step closer to a Green X and a Yellow X. But any value in Blue would put you one step closer to two different bonuses.
Orange is simple. The higher the die, the better it is. Especially when there's a multiplier involved (which right now, there isn't). Any die will fill the slot, but higher dice means more points. Orange 1 is definitely low value - unless you want the slot filled and don't care what's in it.Mish-Mash Janitor
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Is this your official play?In post 72, Nancy Drew 39 wrote:
+1In post 70, NotAJumbleOfNumbers wrote:if i were you i'd use the blue die
I was kind of leaning that way.
Not trying to rush you - just want to make sure I don't miss your choice if it's made.Mish-Mash Janitor
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Nancy Drew 39 scores the Blue 2. 2+4 = 6; she marks off the Blue 6.
That ends Round 1-2. It is now Round 1-3.
It is nowNancy Drew 39's turn.
Please let me know if you need help walking through the mechanics of taking your turn, or what the direct consequences will be of taking a particular die once you roll them.Mish-Mash Janitor
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Step 1: Roll 6d6.
1st number: Yellow.
2nd number: Blue.
3rd number: Green.
4th number: Orange.
5th number: Purple.
6th number: White.
If you don't like what you get, you can re-roll - but doing this costs you an R TOKEN, and you only have one, so spend it wisely. (You'll get another one at the start of Round 3-1, and there are other R TOKENs scattered around your scoresheet as bonuses that you can collect.)Mish-Mash Janitor
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In this game, you have things to do even when it isn't your turn. So far, you haven't actually taken a turn yet - you've just done things on other people's turns (that you were legally allowed to do). When you're doing things on other people's turns, the order in which everyone does those things doesn't matter, as long as everyone does them.In post 81, Nancy Drew 39 wrote:I think the lack of turn order is confusing me, because I just went?
So what do I do now pick the orange option I rejected?
Please help me out here @mod, I clearly have no idea how this game works.
This is your first actual turn of the game.
The first thing you need to do is roll 6 six-sided dice. Once you do that, you'll start having choices to make. You'll be scoring dice again - but this time it'll be dice you roll yourself.
You'll get a total of three rolls during your turn, and you'll be scoring one die per roll. But it's not as straight-forward as just "score the highest die" with each roll.
It might be simpler if you roll first; then I'll explain exactly how the scoring works. Easier to do it when we've got actual numbers to work with.Mish-Mash Janitor
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OP has been updated with the prod timer. As the nudge was issued before prod deadline, it upgraded to a prod automatically.
Nancy Drew 39 has (expired on 2020-10-23 10:00:00) left to start her turn.
Her turn starts when she rolls 6d6; at that point the prod timer ends and the standard "24 hours to finish your turn once you start it" timer begins. (I usually don't bother posting that timer, as cases where it gets past 30 minutes elapsed are rare.)Mish-Mash Janitor
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The prod timer has expired.
Now searching for a replacement for Nancy Drew 39.
If I have not found a replacement by the time this timer expires: (expired on 2020-10-25 10:00:00), I will switch the Player 3 slot over to Autoplay (per the rules listed in Post 6) so the game can resume no matter what happens. The replacement hunt will continue if the slot switches to Autoplay, but I will process all of Player 3's actions as soon as possible to minimize further game delays.Mish-Mash Janitor
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I don't currently have a policy on what to do when a player who's exceeded the prod time limit shows up and requests to be re-admitted to the game (before anyone volunteers to replace them). So that's something I'll need to come up with for future games.
Here's my ruling:
Nancy may re-enter the game in her previous slot. She will have until the AutoPlay timer in the OP goes off to start her turn; if she starts her turn in the last 24 hours of the timer, the AutoPlay timer will be used to determine when she must finish her turn (instead of giving a full 24 hours as normal). (That timer is: (expired on 2020-10-25 10:00:00))
Future actions and turns will be subject to the usual deadlines (48 hours to start a turn, 24 hours from the start to finish it; 48 hours to act when actions are required during other people's turns.)
If she misses any more deadlines during the game, I will invoke AutoPlay immediately and start looking for a replacement again.Mish-Mash Janitor
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To roll the dice, please use dice tags, like this:In post 90, Nancy Drew 39 wrote:In post 89, Snakes wrote:To clear up any confusion, your turn starts when you roll 6 dice.roll 6 dice
Code: Select all
[dice]6d6[/dice]
(don't copy the CODE tags, just what's inside them.)Mish-Mash Janitor
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Once you've made that post, take a look at the results you got. From left to right, these are the colors of the dice:
1st number: Yellow
2nd number: Blue
3rd number: Green
4th number: Orange
5th number: Purple
6th number: White
Choose one of them to score. That die will be frozen; you'll no longer roll that die. In addition, if you do not choose the lowest-valued die, you must also freeze any numbers LOWER than the number you picked.
Example: let's say you rolled 4,3,2,1,6,5 in that order. You'd have:
Yellow 4
Blue 3
Green 2
Orange 1
Purple 6
White 5.
If you scored the Orange 1, you'd only freeze the Orange 1. If you scored the Green 2, you'd freeze the Green 2 and the Orange 1 (losing the Orange 1). If you scored the Purple 6, you'd freeze all of the dice (losing all of them EXCEPT the Purple 6).
Hint: don't freeze all the dice unless it's your third and final roll. Don't freeze all but one die on your first roll either.
Once that's done, you'll roll again (second roll). This time, you'll roll only however many dice are still unfrozen. You'll repeat the above process - score one, freeze it and anything lower than it.
Then third and final roll. Same process, except this time you'll freeze *everything* no matter which one you pick - so pick whatever looks best to you, even if it's the highest.
If you don't like a roll, you can re-roll, but you can only do that once. Re-rolls don't count towards your three rolls, but they do cost you an R TOKEN. (You have one.)
Remember - if you score Yellow, you also need to pick a column that has that number. If you score White, you'll need to specify which color you want to use it as.
I'll be around sporadically over the weekend; mostly in the evenings (from a PDT perspective). I'll answer questions when I see them, but evenings are when I'll be most available to answer them quickly.Mish-Mash Janitor
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Now that you have dice, you have a choice. With these results, this is what you have:In post 95, Nancy Drew 39 wrote:Original Roll String: 6d6(STATIC) 6 6-Sided Dice: (4, 6, 1, 6, 6, 3) = 26
Yellow 4
Blue 6
Green 1
Orange 6
Purple 6
White 3
You must choose one of these six dice and score it. Here's what happens depending on which you pick:
Yellow 4 - you'll freeze and KEEP the Yellow 4; you'll freeze and LOSE the Green 1 and the White 3. You'd mark off a 4 in your Yellow area; you'd have to choose between 3rd and 4th column. (You already have a number marked off in 4th column; this would be your second of three.) No points either way, but progress towards points later.
Blue 6 - you'd freeze and KEEP the Blue 6; you'd freeze and LOSE the Green 1, White 3, and Yellow 4. (This would leave you with just two dice left - enough to finish your turn, but barely.) You'd mark off the Blue 9 in your Blue area. (6 + 3 = 9.) You'd gain 1 point. (2nd die scored in blue; Blue starts being worth more than 1 point each with the 3rd die and onwards.)
Green 1 - you'd freeze and KEEP the Green 1; you'd LOSE nothing. You'd mark off the first Green 1 in the Green area. (1 >= 1.) You'd score 1 point.
Orange 6 - you'd freeze and KEEP the Orange 6; you'd freeze and LOSE the Green 1, White 3, and Yellow 4. Again, you'd have just two dice left. You'd mark a 6 in the first Orange slot. You'd score 6 points.
Purple 6 - you'd freeze and KEEP the Purple 6; you'd freeze and LOSE the Green 1, White 3, and Yellow 4. Again, you'd have just two dice left. You'd mark a 6 in the first Purple slot. You'd score 6 points.
White 3 - pick any of the five above colors and score this 3 as if it were that color. You'd freeze and KEEP the White 3; you'd freeze and LOSE the Green 1. Results will vary depending on which color you pick.
Both Orange and Purple open you up to a risk - you'd be committing yourself to scoring Blue at some point during this turn, and there'd be a 1/6 chance that when the time comes, you'd end up rolling a Blue 3 - which you couldn't score with a frozen White 3. You do have that R Token, so you could re-roll if that happened - but of course, a 1/6 chance again of getting the same result.
Once you make your choice, tell us what it is, then roll the dice again. This time, you'll only roll whatever dice are unfrozen, based on what you picked.
No matter what happens, you will be LOSING three dice during your turn - the question is which ones and when. As long as you don't lose more than three, that's OK.
Edit> was missing a frozen die.Mish-Mash Janitor
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1st roll: AutoPlay scores a Green 1; loses nothing.
2nd roll: AutoPlay scores a Blue 1 (marking off a 3); loses nothing.
3rd roll: AutoPlay scores an Orange 6; loses a Yellow 5, Purple 6, White 2.
Everyone EXCEPT AutoPlay now gets to score a LOST die.Mish-Mash Janitor
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2nd roll: Sirius scores the Green 1; loses nothing.
3rd roll: Sirius scores the Purple 1; loses Blue 5, Orange 6, White 4.
Jumble scores the Orange 6.
Sirius scores the Blue 5 (marking off the 9).
AutoPlay scores the Orange 6.
Posting updated scores shortly.Mish-Mash Janitor
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(skipping Snakes, as I'm going to post his full player panel in the next post)
Round 1 has ended. It is now Round 2.
At the start of Round 2,everyone receives an S TOKEN.
These tokens can be used at the end ofanyone's turn byeveryoneto score a die. Any die can be scored.
If you wish to use an S TOKEN during your turn: please do so immediately after you score your last die.
If you wish to use an S TOKEN during someone else's turn: please do so immediately after you score your die for the turn.Mish-Mash Janitor
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1st roll: Snakes scores the Yellow 2 (column 3); loses nothing.
2nd roll: Snakes scores the Purple 2; loses nothing.
3rd roll: Snakes scores the White 1 as Blue (marking off the Blue 4); loses Blue 3, Green 4, Orange 2.
Everyone else must now choose a LOST die to score. (AutoPlay will take its turn once everyone else has, to increase the chances of a replacement player being able to step in and make the decision while not delaying the game more than necessary.)
Will post Snakes's updated panels shortly.Mish-Mash Janitor
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Note: bonuses are scored immediately when acquired, not at end-of-turn.
This especially matters when scoring a BLUE X or YELLOW X bonus (or anything that chains into one of these), as these must be scored *before* continuing your turn, if you collect them on your 1st or 2nd roll.
Please mention if you collect a bonus (and what you're doing with it, if applicable) - failing to do so will not invalidate the bonus but it may force a rewind if the above case occurs.Mish-Mash Janitor
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