I have a press-your-luck, area majority dice game. When you roll and press your luck towards the main objective of the game, someone may roll more than you and beat you for points. However, you could also simply not roll enough to beat the "threshold" to get points. In either case, I would like the dice rolls to not feel wasted. I would like to have some "consolation prizes" in the form of added currency or some special cards for future turns. Here is my initial solution to this situation:

My current board design produces a 4 x 3 grid, of which we will ignore one row, making it for all intents and purposes a 3 x 3 grid. If I place a die face (1-6) on each of the rows and columns in a random arrangement, do you think rolling your the combination two dice (of the intersecting row and column) would be sufficient to get 2 currency or 1 card, provided that you aren't committing your dice roll to the area majority? Or do you think I should provide some greater challenges per room...like poker combinations, or something like that? Or are there other approaches?

I look forward to your thoughts.

What if you want the player to choose a bit? How about having 1 to 3 being the columns, and 4 to 6 being the rows. Then let the player choose one of the 3 prices. This way, you need only 1 die.

I added a simple image to the original post above, in case the concept wasn't clear.

Right now, the prototype board is static except for these perimeter numbers (1-6), three of which point to the rows and the other three point to the columns. The board spaces are locations, that utlimately can be randomized (e.g., with 2-sided room tiles such that you can play either side, and that any location fits anywhere. My thought was that each prize is specific to each location, and therefore you can have numerous arrangements of different locations which are now able to be in different arrangements along with randomized perimeter numbers, making a seemingly endless set of board configurations for good replayability.

This push your luck rolling is like Blackjack--you can roll too much and bust. But if you haven't rolled enough, you can continue to roll more dice. Any unused diced can be converted into the "currency" which can be used to manipulate other game mechanics. So, with all that said, players will need to roll and allocate at least 2 dice to a location, which in my opinion gives good opportunity to match either, or possibly both perimeter numbers. However, let's say they inch their way with low rolls...for instance, all "1"s--should that be rewarded differently, assuming they don't win the main points in that location? Do you think that prizes should be such that the more dice that match the number, the more prizes you can get? Or doesn't that matter?

Thanks for continued conversation on this.