Roll or Don’t
rollordont.com
rollordont.com
For instance, if the first roll in a turn is 3, 5, 4, and 1, then the options would be 5 and 8 or 4 and 9. Let’s say you pick 5 and 8. Then, let’s say your next roll is the roll you described: 4, 6, 1, and 2. In this case, your options would be, as you said, 3, 5 and 8, 6, 7, or 10. 3 and 10 isn’t an option because then you would be building the columns for 3, 5, 8, and 10 in the same turn, which is over the maximum of three per turn. Ditto for 6 and 7. 5 and 8 would be okay because you’ve previously built in those two columns and so this would keep your total at two. Any of the other combinations of two dice (3, 6, 7, or 10) are okay because selecting those would only build in one more column instead of two, keeping your total within the maximum.
Sorry for being so long-winded but I hope this helps.
What about 6 & 7?
If you already have three white chits on columns, then numbers which are not those three are removed. So for example if you have chits on 3, 6, and 7, your options will be 3 and 6&7. Similarly, if you have two white chits, combinations that would result in 4 columns having chits are removed, possibly by splitting a pair into two options.
If a column is captured, options are further limited.
- You can only progress in 3 different columns on your turn. The columns you've already progressed in this turn are highlighted.
- You can't make progress in a column that's already been completed by you or an opponent.
I believe the numbers are added by adding two dice as pairs, so if you roll 3,4,5,6 you can have the options of 7-11, 8-10, 9-9
In 1992 it would have more likely been a telnet service.
This is also very achievable in hypercard or visual basic so it could have also been a downloadable application
I've got a Next and an HPUX so I've tried the early browsers and written code for them. (HPUX is for ViolaWWW) They're pretty buggy. Making them handle the game would take some serious work