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PRACTICE TABLE
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Learn the dice. Choose your moment.

A little practice.
A little vengeance.

Play through one defending turn. Resolve matches, choose dice to score, and roll what remains.

Set your table

Choose 3–6 players by their original Sins. Unchosen Sins start in reserves.

Players

The rare upright Silver Bullet landing is omitted here. This practice roller uses numbered results only.

How this practice table works

The defender starts with all seven small Sin dice, three Mythical Match-up pairs, the d12, d10 and d8, and their own Nemesis die. Large Sin dice stay with their current owners. You choose what to score; points are added once when dice are removed.

Ordinary score: maximum minus roll. Mythical matches score zero for their pair. The upright Silver Bullet wild landing is omitted from this simulator. In penalty groups, all matching values score zero; only unmatched dice add points: 4,4,5 → 1; 2,2,4,4 → 0; 4,4,4,1 → 5.

Sin precedence: Wrath → Sloth → Pride → Lust → Greed → Gluttony → Envy. Impossible effects do nothing. Tokens move with Sins. Wrath removes a large Sin from play; all seven small dice still start a defending turn. Only Sloth’s Nemesis can leave play; the others retain their original owners.

Absorbed Nemesis dice must enter the next roll and cannot be scored on arrival. After that they may stay in ongoing rolls. Absorbed dice return to their original owners after the turn.

This is a single-turn practice tool, not a full-game scoresheet. New practice turns reset ownership and scores. In a full game, finish the round at 70 or more; exactly 70 takes priority, otherwise lowest total wins. Tied players roll mythical pairs, score normally, and repeat ties until the lowest score wins. Missing Sins add no point penalties.