Just ROLL and decide when to BANK. Dice Dolly auto-holds your pointers for you — every scoring die (1=100, 5=50, triples, straight/full house) locks in and glows green, and its value STACKS into your HELD · AT RISK pile. Then it's your call: ROLL FOR MORE — but a roll that adds no new pointer BUSTS and the held pile is lost — or BANK to keep it. Fewer dice left = higher bust risk; hold all 5 and you go hot — roll all 5 again with the pile carried. Only real dice make hands (no wild coins). Characters & Jesters are FREE SPACES — they always hold and never bust. Fill the board (all 5 held) and each character pays +1 Dolly Roll (2 characters = 2 Dolly Rolls), then you get a fresh set of 5 (pile carries). Jesters are free spaces — 1–2 just hand you a fresh 5; 3 / 4 / 5 jesters hit the MINI / SUPER / GRAND DOLLY jackpot. 3 characters + 2 jesters = a FULL HOUSE (even across rolls) → a coin bonus × your play, on top of the Dolly Rolls. A wild or character on your roll never busts you — the reward for the risk. The fresh roll can still bust; BANK anytime to keep the pile. You start with 5 rolls (+25 for $1.99). 3+ Jesters hit the growing MINI / SUPER / GRAND DOLLY jackpot (play ×3+ for Super, ×10+ for Grand). Bank 3 in a row = +50%, 5 in a row = +100% — a bust breaks the streak.