
DRAWER 01The moving part
Three visible windows on each reel reveal a continuous six-symbol strip. You change one column by one position and leave that arrangement for the next person.
Look inside this chapter →
Open the case, find your seat and let the pieces do the talking. Hand-turned reels, golden point discs and a collection that grows with every good decision.
FIRST, MAKE ROOM
Changing the group size changes the number of turns around the table. Every person still receives six decisions and one Strike card.

Three players take one turn each in every round. Advance the marker after the third collection.
THE COMPONENT CABINET
Each component has its own job. Expand a drawer for the short explanation, then follow its chapter when you want the finer detail.

Three visible windows on each reel reveal a continuous six-symbol strip. You change one column by one position and leave that arrangement for the next person.
Look inside this chapter →
These plain discs record what a turn earned. Take one, two or four; never spend them to make a move. They have no cash value.
Look inside this chapter →
A pair or triple earns one matching emblem. Gather different types to add a variety bonus when the sixth round ends.
Look inside this chapter →CHOOSE THE THREE THAT COUNT
Rows travel straight across. Diagonals pass through the centre. Select a route below to see which three spaces belong to that pattern.
Two point discs and one Cherries emblem. These three spaces are the only ones counted.

THE ONE-CARD DECISION
A Strike card copies one symbol already present in your chosen pattern. It changes the result you collect without moving the physical board again.

Replace the odd symbol while counting. The stronger result earns four point discs and one matching emblem.
KEEP IT FOR LATERA card still face up after your sixth turn adds one point. Once spent, it stays unavailable for the rest of the game.

THE CLOSING RECEIPT
Repeated emblems count once for variety. If scores tie, compare the number of different types; a second tie means a shared result.
A TABLE IS MORE THAN THE RACK
A clear turn order and a little room to ask questions help everybody understand the same set of decisions.

Keep collections separate, the centre reachable and the round marker where everyone can see it. The rules do not require a countdown.
Read the host notes →
Name the column, direction and pattern while learning. A player can describe a move while someone else operates the wheel.
Explore access notes →CLEAR UP THE SMALL QUESTIONS
These are the details most likely to matter while moving from a practice example to a shared tabletop session.
No. You deliberately move one column a single position. Its six-symbol sequence is public, so the result follows directly from the adjustment you choose.
Only one pattern is collected. Other matches may be useful to inspect, but they do not add another award to the same turn.
They have different jobs. The emblem is one of the six symbol types. A plain point disc records a score and carries no monetary value.
It ends with the count. The real reel positions remain unchanged, so the next player sees the board produced by the original one-step shift.
This is an independent illustrated tabletop concept. No physical set, paid download or pre-order is offered on these pages.
The run belongs to the current page and is cleared on reload. Only the optional notice preference can be remembered; it does not save game results.