The fire is going out. Rake glowing embers out of the ash and bank them, but every rake makes the fire weaker, and if it goes out you lose the lot.
First to 100 points starts the last round. Everyone then finishes the round, so you all get the same number of turns, and the highest score wins.
Six dice, all the same. Each has six faces:
Your turn starts with 11 breaths of fire. Two things cost a breath:
So the danger grows the longer you go: you are killing the fire by robbing it.
If the fire runs out of breath, or a pull comes up all ash so there is nothing to rake, your turn burns out: you bank nothing, and the fire takes 20 points off your score (never below zero). That penalty is why stopping is a real decision.
Rake every die out of your hand and the fire flares: you score a bonus (5, then 10, then 15 if you manage it again in one turn) and take the whole handful back. The fire is not renewed, so its breaths are your whole turn's budget; a second rekindle is a real gamble.
A spark in your hearth is worth 2 points. Instead you can spend it to temper: pick one ash die from the pull, give the fire its breath back, and roll that die again. A spark is score and insurance at once, and there is only one on each die, so they are scarce.