The chip above each token reads left to right. The white pips are how many duel dice that token would roll, one pip per die. The gold number is what it scores right now, its power multiplied by the f marks on its key.
Three rounds. Each round you place five Dice Tokens across the two piano cards, fight for contested keys, and score what you still hold when the round ends. Highest total after three rounds wins.
Take at least one action. You may take both, in either order, then your hand refills to five.
Pick your opponent when the game opens, or press New game to switch. You play White and move first. The computer weighs every placement and movement it could make, works out its real odds in a duel from the number of dice each side would roll, and spends cards in a duel in proportion to what the key is worth. Casual makes loose choices and lets some duels go. Sharp plays the best line it can see and picks between adding to its total and rerolling a die by whichever swings further.
The row of squares in your seat is your five Dice Tokens for the round, and each one shows where that token went.
The difference matters. Merged tokens are an investment you made on purpose, so a tray full of plus signs usually means a few tall, hard to beat tokens on the keys. Crosses mean you are losing fights, and that is the signal to stop attacking and start defending. The round ends once a player has placed all five and finished their turn, and their opponent then gets one last turn, so watch your opponent's dashed squares as closely as your own. All five come back at the start of the next round.
When two of your own tokens end up on the same key, they merge into one token with their powers added together, to a maximum of six. The other token is out for the rest of the round. Stacking is how you build the heavy tokens that survive a duel.
Landing on a key your opponent holds starts a duel. The player who moved or placed is the attacker.
This is the same rule you already use to place a token. Matching letters is how you build a token on the board and how you fight for a key, so there is really only one idea to learn. A hand of scattered letters places weak tokens and fights weak duels. A hand with three of a letter is a heavy placement or a heavy duel, and you cannot have both.
Cards spent in a duel are gone from your turn. A 3 card you burn to win a key is a placement or a three key move you no longer have, and a Wild you burn is a note you can no longer reach. That is the real decision in the game, not which card, but how much of your turn a key is worth. A plain key rarely deserves more than one card. A key marked fff often deserves everything you can carry.
A token scores its power multiplied by the number of f marks on the key it sits on. Count the f marks and that is your multiplier.
The gold number on a token's chip is that sum worked out for you, updating as the token moves and as its power changes. The running figure under each player's score is what they would bank if the round ended right now.
A round ends once a player has placed their fifth token and finished their turn. Their opponent then takes one final turn. Two fresh piano cards come out for the next round, and whoever lost the round plays first.
Highest total after three rounds. A tie sends you to another round until it breaks.