1Make the centre easy to reach
Set the rack between the players rather than directly in front of the host. Put the point discs in one common bowl and separate the six emblem types into small piles. Each person needs a clear tray and one face-up Strike card. Nobody begins with a paid balance or spends discs to participate.
Use the same opening every time you learn: the left reel reads Cherries, Lemon, Grapes from top to bottom; the middle reads Grapes, Bell, Seven; the right reads Seven, Coin, Cherries. The practice tray opens with this arrangement too, making it easy to compare a written example with the controls.
2Choose an order that stays put
Agree who goes first and continue clockwise. The first player remains the same through all six rounds. Each round includes one turn from every seat, so a three-person game contains eighteen turns altogether, while each individual still takes six.
Move a round marker only when the last person in that round has collected their result. A player who passes the marker early can accidentally shorten somebody else's game; keeping the marker beside the first seat makes the boundary easy to recognise.
3Walk through one complete decision
Shift exactly one reel by one position in either direction. Inspect the five allowed patterns, select one, then decide whether to spend Strike. Collect the point discs and any matching emblem before inviting the next person to touch the wheels.
Leave the physical reel positions exactly as they stand. Counting a pattern does not remove its symbols. At the close of the sixth round, combine the point discs, the variety bonus and the point for a card that was never used.
