Three to eight pirates compete to keep their gems. Each starts with 4 gems for 3–6 players, or 3 gems for 7–8 players. The last pirate with gems wins.
A random opener rolls two hidden dice in the one chest, looks, then announces any ranked pair. Pass the chest clockwise. The next pirate may challenge without looking, or announce a strictly higher pair and pass.
To raise, you may pass unchanged without looking; shake once and raise blindly or peek before raising; or shake once, peek, then shake a second time without looking and raise. Looking at received dice without first shaking counts as a challenge.
Read the higher die first except for special 21. Mixed pairs rank from 31 to 65, then doubles from 11 to 66. 21 (Dead Man) is highest. All 21 combinations appear in order in the table’s claim ladder. A 21 is a 2 and a 1, not a total.
On a challenge, reveal the dice. If the actual roll equals or outranks the claim, the challenger loses a gem. Otherwise the last bidder loses a gem. The loser opens the next exchange; if eliminated, the next surviving pirate clockwise opens.
On receiving a claim of 21, either challenge or shake again and claim 21. This escape can occur only once per exchange. The next receiver must challenge.
The large Claim shows what someone announced; dice shown after a challenge are what was actually rolled. Green claim tiles are safe relative to your currently visible dice. Disabled tiles cannot be bid.
Use Tab to navigate, Enter/Space to activate, hold a rank or Challenge to commit, and Escape to clear an uncommitted bid. Spectators see the claim ladder, public play and challenge results, but never private dice.