Per Diem is a daily dice game. The sack holds twenty-five dice — five each of red, green, blue, white and black — and once a day you draw five of them and cast.
Patterns stack rather than compete. Five sixes is a five-of-a-kind and a four and a three and a pair and a full house, and it collects for each of them. Some ask about colour instead of shape, and the draw is without replacement, so which colours turn up is part of the roll: a day with no black in it is a day the black patterns cannot pay.
A score is pips multiplied by mult, and charms move both. Three charms are put up for sale each day — the same three for every player, changing at midnight — and a charm bought is kept for good. Five of them come to the table each day, and they apply in the order you arrange them, so a multiplier catches only what is already on the pile when it lands: the same five charms score differently depending on how they are set out.
Coin is your share of the day, one for every order of magnitude you reach: a thousand pays one, ten thousand pays two, and so on up.