
GODROLL
You can throw away a scoring hand on purpose to chase a bigger one. Land it and your multiplier doubles. Land it again and it doubles again. There's no cap.

You can throw away a scoring hand on purpose to chase a bigger one. Land it and your multiplier doubles. Land it again and it doubles again. There's no cap.
Most dice games ask what you can make with what you rolled. GODROLL asks what you're willing to throw away. A scoring hand is sitting on the table, the points are already yours, and you can bin the whole thing to chase something better. Land it and the multiplier doubles. Land it again and it doubles again. There is no cap, which means there is no point at which the game tells you to stop — you have to decide that yourself.
That decision is the whole game. Every PUSH costs you a hand you can't get back, so greed is never free; it is a debt you take out against the rest of the encounter. The players who lose runs here rarely lose to bad rolls. They lose to one more push.
Between fights you rebuild the bag itself — which dice come with you, what colors they carry, which effects stack. The bag you finish a run with is a record of every risk you took to get there.