First to 11 points wins. You only score on your own serve. If you win a rally while receiving, you don't get a point โ you just take over the serve (side-out).
Every shot moves the marker. Reach +9 and CPU cracks โ you win the rally. Reach โ9 and you crack โ you lose the rally. The server starts the rally already down 1, so the receiver has a slight edge.
DINK ยท 1d6 vs opponent's last roll. Delta = your roll โ their last. So if they hit a 6 last, dinking is dangerous. Also draws you a new card.
DRIVE ยท 2d6 with raw value as your push. Costs 6 lead up front, so net = (sum of 2d6) โ 6. Roll an 8 and you actually lose 2. Roll a 12 and you crush them.
LOB ยท 2d6 vs opponent's 2d6 contest. Your value is max(your roll, your current lead). They roll 2d6 to track it. Difference is the swing โ but if they beat you by 8+, you lose the rally outright.
When you're trailing by 4+ on the bar, DINKing gets risky. You must roll (your deficit โ 2)+ or the ball pops up and you lose the rally.
The deeper your hole, the harder DINKing out becomes โ eventually you have to swing for power.