Endgame
To win, a player must have the most money AND hold at least one card at game end.
When all 7 cards have been cracked and the game ends, only players who have successfully cracked at least one card during the game are eligible to win. Among those eligible players, the one with the most money wins. A player with more money but zero cards cannot win.
Setup
Each player starts with 800,000 cash: 5 × 10,000, 5 × 50,000, and 5 × 100,000.
At the start of the game, each player receives exactly 800,000 in cash from the bank, broken down as 5 bills of 10,000, 5 bills of 50,000, and 5 bills of 100,000. All remaining money not distributed to players stays with the banker in the bank.
Setup
Shuffle all cards; place exactly 7 face-down as the deck; return the rest to the box unused.
All cards are shuffled. Exactly 7 cards are placed face-down in a deck in the center of the table. All remaining cards are removed from play and put back in the box. Only these 7 cards will be played during the game.
Setup
Each player receives 1 betting token at the start of the game.
Each player receives one betting token. The token is double-sided: the gold lucky clover leaf side facing up means the player bets the cracker will succeed; the black side facing up means the player bets the cracker will fail.
Turn structure
Before each auction, the designated player flips the top card and rolls all 5 dice to create the starting position.
At the start of each new auction round, the designated player (starting player in round 1; the player clockwise from the last cracker in subsequent rounds) flips the top card face-up and rolls all 5 dice. The face-up card and the 5 dice showing their results together form the 'starting position' — the initial state from which the cracker will attempt to crack the card.
Special
If the starting position roll already matches the card's required combination, that player instantly wins the card and prize — no auction occurs.
When the designated player flips the top card and rolls the starting position dice, if the resulting dice already satisfy the card's required combination, a 'Lucky Flash' occurs. That player immediately receives the card and collects the prize printed on the card from the bank. No auction takes place for this card. The next player clockwise from the Lucky Flash winner then flips the next card and rolls the new starting position.
Turn structure
All players bid simultaneously and loudly; bids must be in multiples of 10,000; any player may raise at any time; highest bidder becomes the cracker.
When a card is auctioned, all players (including the player who rolled the starting position) may bid simultaneously and out loud. Three rules govern the auction: (1) All bids must be amounts divisible by 10,000 — no other increments are allowed. (2) Any player may raise at any time during the auction. (3) Players must bid fairly and give others adequate time to respond — rushing bids deliberately to prevent others from responding is not permitted. The player who bids the highest amount wins the auction and becomes the 'cracker.' They place their winning bid as the stake next to the card.
Restriction
Any player who bids more than they can pay is immediately eliminated from the game.
If a player bids an amount during an auction that exceeds the total cash they currently hold, they are immediately eliminated from the game. Players must only bid amounts they can actually pay.