1:1. Equipment: Six (6) standard six-sided dice (d6) (6 x 6).
1:2. Players: 2 to 4 players.
1:3. Objective: Score points by assembling qualifying matching sets (3-of-a-kind or higher), managing risk ceilings during tactical re-rolls, or triggering special turn-resetting events (Perfect Straight, High Ball, Lowball, or Clean Sweep).
1:4. Rounds: Players each get their full turn (which may include multiple re-rolls) and after all players present have concluded their turns, a Round is completed.
1:5. Game End & Ties: Multiple rounds are played until a player meets or exceeds a predetermined end of game score. A round must be fully completed with all players having the exact same number of turns. If 2 players exceed the score, the highest total wins. In the rare event of a tie, an additional round shall be played between the tied players.
2:1. Master Roll & Line-Up: Active player rolls all six (6) dice simultaneously. All dice are immediately arranged in descending numerical order (highest to lowest) to establish the Line-up.
2:2. Establishing the Anchor: The highest face value in the Line-up is designated as the Anchor. An anchor of 6 is permanently locked and cannot be re-rolled. An anchor of less than 6 cannot be re-rolled alone, but is eligible for a re-roll if it is a pair or greater.
3:1. Sets Only: Only matching sets (pairs, 3, 4, or 5-of-a-kinds) are eligible for re-rolls. Singletons cannot be re-rolled.
3:3. Dynamic Ceilings: Re-rolled dice cannot exceed a strict Ceiling number based on numbers present in the Line-up:
3:4. Elimination: Any re-rolled die exceeding the Ceiling is permanently eliminated for the remainder of the turn.
3:6. Tag-Along Rule: Lower-ranking qualifying sets may tag along if directly contiguous in the Line-up with no intervening singletons. All obey the Ceiling of the highest set.
4:1. Clean Sweep (+20 Pts & Turn Reset): Triggered when every active die lower than an Anchored 6 qualifies to be picked up simultaneously, or when every die in the Line-up qualifies to be picked up (anchor < 6 is a pair or greater).
4:1.D. 6-of-a-Kind: Awards 100 points + 20-point Clean Sweep bonus (120 pts total) & fresh Master Roll.
4:2.A. Perfect Straight [6, 5, 4, 3, 2, 1]: Awards 35 points + 20-point Clean Sweep bonus (55 pts total) & fresh Master Roll.
4:2.B. High Ball (≥ 31 Total Sum): Awards exact total sum + 20-point Clean Sweep bonus & fresh Master Roll.
4:2.C. Lowball Roll (All dice ≤ 2): Awards 30 points + 20-point Clean Sweep bonus (50 pts total) & fresh Master Roll.
Within the Melee Quest game engine ecosystem, Clean Sweep serves as the probabilistic and dynamic risk counterpart to its sister games:
The core computational engine utilizes dynamic combinatorial filtering. For a selected subset of matching dice $S$ with highest value $v_{max}$ and count $k$, the upper numeric threshold $C$ is computed across the ordered distinct set of active table dice $D_{active}$:
jumpIndex = max(0, k - 2);
higherDistincts = { d ∈ D_{active} | d > v_{max} } (sorted ascending);
Ceiling C = higherDistincts[jumpIndex] || 6;
While implemented as a digital table game, the underlying state architecture demonstrates structural parallels to production-grade algorithms: