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MR X ACT

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Jul 2, 1998, 7:00:00 AM7/2/98
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Does anybody on this group have any suggestions for multi-player games using
ordinary dice? My buddies and I are looking for some new ways to kill time
after we finish up one of our "real" games.

Christian Killoran
mrx...@aol.com

Jason T. Justice

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Jul 3, 1998, 7:00:00 AM7/3/98
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Christian,

How about Sammsports Volleyball, our free dice game for the
downloading at

http://www.sammson.com

If you don't mind Christian themes, you will probably find it
enjoyable.

Thanks,

Jason
Sammson Enterprises

Mergle29ub

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Jul 3, 1998, 7:00:00 AM7/3/98
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We play a game called THREES. It's similar to
Yahtzee, but can be adapted to be a drinking game
or a game for money. (Not 3-MAN--that's different)

DICE: Five.
PLAYERS: 2 to 8. Five or Six best.

OBJECT: Obtain the LOWEST SCORE POSSIBLE
in a maximum of FIVE ROLLS.

THREES: Count zero and rank above 1's.
All other numbers count their face value.

PLAY: First player rolls all five dice. The player may
save ALL THREES that are rolled. If there are NO threes,
then ONE of the remaining dice are saved. At any time the
player feels his score is low enough, he may stop, record
his total, and pass the dice. If not satisfied, he picks up
the remaining dice and rolls again. Save any/all threes,
if no threes, save ONE of the remining dice or stop.

PERFECT SCORE is all 3's. Zero points.

EXAMPLE:
1st ROLL: 3-1-1-4-6. TOTAL: 12. Save ONLY the 3. Roll again.
2nd ROLL: 1-1-2-5. TOTAL: 9. Save ONLY one 1. Roll again.
3rd ROLL: 3-3-5. TOTAL: 6. Save BOTH 3's. Roll again. (optional.)
4th ROLL: 2. TOTAL: 3points. TURN IS OVER.
Next player tries to beat or tie three.

OPTIONAL VARIATIONS and RULES:

1. Play for money. Everyone puts a dollar in at the beginning,
everyone gets a chance, lowest player wins the pot.

2. Two tie, all tie. Everyone re-antes.

3. Anyone rolling a dice off the table pays a penalty. Either
monetarily or via drinking. Dice rolled off table do not count.

4. Optional WINNING HANDS that RANK BETTER THAN ALL 3's:
(ALL of these hands score zero also!)
a. ALL 1's--rolled one at a time only. This means you rolled
exactly 5 times and saved one 1 each time.
b. ALL 2's.--rolled one at a time only. Five separate rolls.
c. ALL 4's, ALL 5's, ALL 6's. Rolled one at a time, 5 times.
Nearly impossible considering you MUST keep the LOWEST
of any dice rolled.
d. STRAIGHT: 1-2-3-4-5. or 2-3-4-5-6. Rolled one at a time
in five seperate rolls. Straight up to 6 beats straight up to 5.
THIS MAKES THE NEW RANK OF HANDS:
(lowest) Low score
All 3's
1-5 Straight
2-6 Straight
All 1's
All 2's
All 4's
All 5's
(highest) All 6's

5. Special Drinking or Paying rules:

RULE
DRINK PAY

ROLL DIE OFF TABLE
# sips whatever it landed on another ante into pot

ROLL A DIE INTO A SAVED DIE (decide if you will 'fix' the dice back.)
# sips whatever it changed to another ante into pot

GET ALL 3's
Others chug 1 beer / drink optional bonus ante to winner

GET ALL 1's
Others chug 1 beer / drink others pay another ante to
winner

GET ALL 2's
Others chug 2 beers / drinks others pay two antes to winner

GET ALL 4's, 5's, 6's
Others chug 4-5-6 drinks others pay 4-5-6-antes to
winner

ROLL a SIX on LAST ROLL (1 DIE)
6 sips nothing

PASS UP A BETTER HAND AND END UP WITH A LOWER SCORE
(example: player could have saved 7 but rolled again and got 9 for a final
score.
drink 2. Drink only the difference between the lowest unsaved score and the
final
score for that player.)
# of sips of the difference nothing

GET LOWEST SCORE OR BEST HAND OF ANYONE
no drinks take the pot plus
bonuses

LOSING PLAYERS
# sips difference from final score. pay smaller token (opt.)

-----------------------------

PLAYING EXAMPLE: 5 PLAYERS: Alex, Bill, Carl, Darlene, and Ed.
They're playing for money AND drinks. The each put in a dollar.

Alex rolls first. He rolls 1-1-4-6-6. He saves a 1. Rolls again.
He rolls 3-3-4-4. He saves both 3's. His total is 9. Rolls again.
He rolls 2-4. He saves the 2. His total is 7. He rolls again.
He rolls a 6. His total is 1-3-3-2-6=9. He drinks 2 for getting 9
when he coulda had 7 and drinks six for the last 6. He passes the
dice to Bill.

Bill rolls 3-3-3-1-5. Total: 6. He could stop, but he wants to try for
all 3's. So he saves all 3's and tries again.
He then rolls 2-6. Total: 8. He saves the two, and rolls again. (No
drink penalty for higher score, yet)
He rolls a 1. So this gives him a grand total of 3 points. Play passes
to Carl.

Carl rolls 3-3-1-2 and a dice off the table. Carl puts in a dollar and drinks
5 because it landed on five on the floor. He re-rolls it and gets a 4. So his
total is 7. He saves both 3's and re-rolls.
He rolls 3-1-2. This gives him a total of 3. He could stop, and try the two-
tie-all-tie rule. He does. He passes the dice to Darlene.

Darlene rolls 3-1-2-4-5. This is not a straight because it must be assembled
in 5 turns. So she keeps the 3 and re-rolls.
She rolls 3-3-3-1. Wow! She has one point. She stops, not wanting to
risk losing by re-rolling the one.

Ed rolls 1-2-2-4-6. He has one point already. He saves the one and re-rolls.
He then gets 2-2-5-6. Right now, Ed can't beat the one point. But since
they're
playing the optional better hands he can still get a straight. And since
they're
drinking to their difference to the winner, he might as well minimize that. He
saves the two and re-rolls. (Without difference-penalties or other BS it is
pointless.)
He rolls 3-1-2. So now he has 1-2-3 saved, and a total and a total of 6. Ah,
he'll try for the straight. If he gets it, he'll win the pot and not drink.
He rolls 1-5. Oops. He has to save the one. Now he has 1-2-3-1-5 or 9.
He's gotta roll again to save himself the higher score penalty.
He rolls a 4. So he gets 8. So he still drinks 2 for giving up 6.

Now. Darlene takes the pot. It had 6 dollars in it. She drinks nothing.
Alex had 7. Winning score was one. He drinks 6.
Bill and Carl had 3. They each drink 2.
Ed had 8 and drinks 7.

-----------------------------------------

A good score is around 3 or 4. 6 or 7 ain't so hot. Anything higher
than 8 rots. Our highest score ever recorded: 18.

Mix and match and decide which of the variations to play. Some
people think our special hands are too complicated, especially
after having a few.


ANOTHER VARIATION: Highball 3's.

Play the same rules--keep the lowest dice possible, but HIGHEST
score wins. So getting all 3's really sucks.

Any questions about this game? I'll be happy to answer.

William Priester Jr.
Buffalo, NY USA
mergl...@aol.com

Mergle29ub

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Jul 3, 1998, 7:00:00 AM7/3/98
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Everyone's favorite drinking dice game--
THREE-MAN. Many, many variations.

DICE: Two.
NUMBER OF PLAYERS: 2-10.

OBJECT: Make the three-man (It) or anyone
drink as much as possible.

People in the game drink depending upon
the combination rolled on the dice.

PLAY: Everyone rolls first to see who
is 3-MAN, or IT first. Lowest is 3-MAN.

Player left of 3-man rolls first. If the combination
rolled makes SOMEONE drink, he rolls again, until he
gets a roll where no one must drink. Then he passes the
dice.

COMBINATIONS:

SEVEN RIGHT, ELEVEN LEFT
Total of 7: Player right of roller drinks one sip.
Total of 11: Player left of roller drinks one sip.

ANY THREE SHOWING ON EITHER DIE:
Three-man drinks one sip. Can be combined with
the other rule, so when 3-4=7 is rolled, player
to right of roller drinks, and 3-man drinks. It
could be the same person, who drinks 2. Double
3's means three-man drinks twice.

DOUBLES (except double-3's): Roller passes
out number of sips to anyone matching the number
of the double. Double-4's--Roller determines who
drinks 4 sips. Roller can mix and match and distribute
the drinks any way.

ONE-AND-TWO--Total of three: SOCIAL. Everyone
drinks.

THREE MAN FINALLY GETS THE DICE--He gets one
roll to pass the dice--if he gets a 3 showing on either of the
dice, or totals 3 with 1+2. If he does, he names anyone else
to be three-man. He then passes the dice. If he does NOT
get a three showing, ignore any possible drinking rules (7's,
11's, or doubles) and play passes to the left. 3-man is it
until the dice get all the way back around to him.

VARIATIONS, VARIATIONS, VARIATIONS:

1. 3-man gets to try to rid himself of IT status on first
roll of game.

2. When 3-man rolls to rid himself of 3-man status, he
keeps rolling until he gets an unplayable roll or a 3. So
7-11-doubles still work.

3. If three man rolls three or a 3, he continues rolling after
naming a new three man.

4. When doubles are rolled, pass a die or both dice to any
player or players. They re-roll it/them and drink whatever
shows up. Dice go back to the player. Or make people
drink 2-4-8-10-12. Sadistic.

5. Roll 1+2=3 means 3-man drinks instead of social.

6. Roll of 10 (6-4) becomes new social.

7. Any 10, (5-5 or 6-4) becomes a contest to see who picks
up their drink last. After 10 is rolled, last to pick up their
drink drinks one. 10 (6-4) becomes a continuing roll.

....and many others I don't know about.

If you are playing this at a bar or wedding reception, etc.
be sure to have drinks on hand so that there are no slowdowns
to the game.

Often times, players will become bombarded with sips
quickly. (Especially 3-man.) Let the player owe drinks
for a while. If they owe too many, suggest they move on
and play a nice game like Bridge or dominoes where they
won't be required to drink. :^)

Cutthroat alliances and temporary partnerships are at the
heart of this game. Watch out! :^)

ROLLS THAT END YOUR TURN:
1-4, 1-5, 2-4, 2-6, 4-6(maybe).
And of course, 4-1, 5-1, 4-2, 6-2, 6-4.

This makes a 10/36 chance, or 28% chance you
will roll diddly without the 10 rule. So this makes
a drinkable roll occur about three-quarters of the time.
Which means a 'statistically significant' run of 8 rolls
in a row at .10 probability.

I think our record is about 15 or 16 consecutive.

And all 5 players rolled 4-2 in a row once. I told everyone
I'd do a lap around the building in my wedding attire if I
rolled it too. I did.

Sorry if anyone's offended by the drinking aspect of these
last two posts. Incidentally, I don't drink anymore, myself.
These games are a reason why. :^) Please drink responsibly.

I am happy to answer any questions about these games.

William L. Priester Jr.
Buffalo, NY USA
mergl...@aol.com


Mergle29ub

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Jul 3, 1998, 7:00:00 AM7/3/98
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Another DICE Game: ACES.
A simple poker game like yahtzee
and the aforementioned THREES.

DICE: Five.
PLAYERS: 2 to 10. 5-6 best.

OBJECT: Obtain the best poker hand possible
in a minimum number of rolls. Maximum rolls
is three.

ONES (ACES): Wild. Can be used as any number.

PLAY: All players ante a dollar or chip, or whatever.
Player 1 rolls all 5 dice. With aces wild, he determines
his poker hand. Hands rank like poker:

highest: five wild
five of a kind
four of a kind
full house
straight
three of a kind
two pair
lowest: one pair

Naturality (the number of wilds making up a hand) means nothing.
Keep track of unmatched dice to settle ties!!! (optional)

If the player likes his chances of having the best hand after ONE
roll, he can stop and ALL OTHER PLAYERS will only get ONE
ROLL TO WIN. If the player feels someone else can roll better
he can pick up any or all of the dice he wants and roll the remaining.
After two rolls, if he is satisfied, he can stop, and all players after
him will get a MAXIMUM of TWO ROLLS to beat his hand. If the
first player still doesn't like his hand after two rolls, he can re-roll
a third time, keeping any dice he wishes. After this roll, his turn is
over.

The next player must tie or beat the previous players' hand in the
same number or fewer rolls as the leading hand. If he does, his
roll becomes the new standard for the remaining players to beat.
If he fails, he is out of the pot.

All players get a chance. Highest poker hand takes the pot.
Winner rolls first next game. (I forgot to mention this in the
THREES GAME.)

EXAMPLE OF PLAY: Al, Ben, Craig, Don, and Emily are playing.

Al rolls first. He gets 1-3-3-4-6. He has three threes. Does he think
if he stopped at one roll, everyone else could beat 3 3's? Tough call.
He says he'll give everyone else possibly two rolls and he keeps his
3's, picks up the 4-6 and rolls again. He gets 2-5. Uh, oh! Surely
everyone can beat his three threes in TWO ROLLS. So he picks up
everything but the ace and goes for broke. He rolls 1-2-2-6. So he
has 4 twos. Big deal. Everone after him has THREE possible rolls
to beat him, unless someone else stops before that with a higher hand.

Ben rolls next. He gets 2-3-4-5-6. Oh, boy. Straight doesn't beat
four of a kind. He re-rolls them all. He gets 1-2-2-6-6. Now he has
a full house. Still no luck. He tries once more, keeping his three
6's. He rolls 2-3. He is out of the pot.

Craig tries his luck. He rolls 1-1-2-4-6. Doesn't beat it yet, but
it's not bad. He rolls the three non-wild dice again. He gets 5-6-6.
Now he has four 6's in TWO ROLLS. He stops. Now the two remaining
players only have TWO ROLLS to beat 4-6's.

Don takes the dice, and gets 1-1-1-3-3. Five threes! In one roll!
He's done and licking his chops.

Emily must get better than five 3's in her only roll to tie or win the
game. She rolls 2-4-5-5-6. Ouch. She's a loser.

Don takes the pot and rolls first next game.


VARIATIONS:

Some people play the first roller dictates how many rolls everyone will get.
So if the first roller takes two rolls, everyone gets two. If he takes 3,
everyone takes three, even if they've beaten the hand previously. (This
rule is not good with may players.)

SIMPLE STRATEGY HINT: A winner can get on a roll by quitting early
with a so-so hand. Trying to beat 3-6's or a full house 5's up can be tough
on one roll, even with six more players.

I am happy to answer any questions about this game.

William Priester Jr.
Buffalo, NY USA
mergl...@aol.com




softsofa

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Jul 3, 1998, 7:00:00 AM7/3/98
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On 2 Jul 1998 21:23:21 GMT, mrx...@aol.com (MR X ACT) wrote:

>Does anybody on this group have any suggestions for multi-player games using
>ordinary dice? My buddies and I are looking for some new ways to kill time
>after we finish up one of our "real" games.

There's "Liar's Dice". Every player rolls 6 dice secretly (just
cover them with your hand). Any number "one" is wild for your hand
alone.

The first player calls out a hand consisting of any number of one type
of dice (eg. seven 6's, ten 3's etc., but never 1's) The player to
his left must either call out any hand that is higher (eg. ten 4's is
next highest hand after ten 3's, but you can call out any other higher
hand) or he can challenge the last player.

Play continues clockwise until a player challenges. At that time, all
hands are exposed. The player who has been challenged adds all the
dice that have the number he called PLUS all of his 'ones' PLUS all of
that number that all of the other players have (eg. if he called ten
3's, he would add all of his 'threes' plus all of his 'ones' plus all
of the 'threes' everyone else has. The other players 'ones' are NOT
counted) If this total equals or exceeds his call, the challenger
loses 1 point. If the total is less than his call, he loses 1 point.
A new hand is now rolled and the player to the left of last turn's
first player calls out a new hand.

An easy way to keep score is to use an extra die. Subtract one every
time you lose. When you reach zero, you're out (you no longer roll,
either). This game plays very fast, so the first player to reach zero
doesn't have to wait long before the game's over.
--
[]softsofa[]

Sven Baumer

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Jul 3, 1998, 7:00:00 AM7/3/98
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There's an official version (called "Bluff" in Germany).
I'll insert that versions differences below.


soft...@ix.netcom.com (softsofa) writes:
> On 2 Jul 1998 21:23:21 GMT, mrx...@aol.com (MR X ACT) wrote:
>
> >Does anybody on this group have any suggestions for multi-player games using
> >ordinary dice? My buddies and I are looking for some new ways to kill time
> >after we finish up one of our "real" games.
>
> There's "Liar's Dice". Every player rolls 6 dice secretly (just
> cover them with your hand). Any number "one" is wild for your hand
> alone.

five dices. (and we use the "6" as a joker -- but that doesn't matter).

> The first player
(that's the one who just lost the last round)


> calls out a hand consisting of any number of one type
> of dice (eg. seven 6's, ten 3's etc., but never 1's) The player to
> his left must either call out any hand that is higher (eg. ten 4's is
> next highest hand after ten 3's, but you can call out any other higher
> hand) or he can challenge the last player.

the number of dices has to go up.
after a "ten 3's" a "ten 4's" isn't good enough, but a "eleven 2's" is.


a variant allows to predict the number of jokers as well, the order
is the following

1 number
1 joker
2 numbers
3 numbers
2 jokers
4,5 numbers
3 jokers
6,7 n.
4 j.
8,9 n.
5 j.
10,11 n.

and so on.. (two numbers, then a joker)

you should draw a board, and mark the current prediction
(with a coin,dice,whatever...)


> Play continues clockwise until a player challenges. At that time, all
> hands are exposed. The player who has been challenged adds all the
> dice that have the number he called PLUS all of his 'ones' PLUS all of
> that number that all of the other players have (eg. if he called ten
> 3's, he would add all of his 'threes' plus all of his 'ones' plus all
> of the 'threes' everyone else has. The other players 'ones' are NOT
> counted) If this total equals or exceeds his call, the challenger
> loses 1 point. If the total is less than his call, he loses 1 point.

you dont't loose points, but dices! if you don't have any, you're
out of the game
it's much more fun that way.

points/lost dices are calculated the following way.
if you predicted less dices then there are, then the challenger looses
one dice per difference, e.g. pred.=ten, actual=twelve, two dices lost.
if you predict more dices then there are, you (the challenged) looses
the difference.
in case of a perfect prediction, everybody except the predictor
looses one dice.

> A new hand is now rolled and the player to the left of last turn's
> first player calls out a new hand.

the looser starts a new round.


>
> An easy way to keep score is to use an extra die. Subtract one every
> time you lose. When you reach zero, you're out (you no longer roll,
> either). This game plays very fast, so the first player to reach zero
> doesn't have to wait long before the game's over.
> --

a fun game.


Sven.

Shadow

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Jul 3, 1998, 7:00:00 AM7/3/98
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mrx...@aol.com (MR X ACT) writes:

>Does anybody on this group have any suggestions for multi-player games using
>ordinary dice? My buddies and I are looking for some new ways to kill time
>after we finish up one of our "real" games.

A game we play quite a bit is "Ten Thousand". (there are probably more
interesting names for it, we also call it "six-dice game" to differentiate
it from the "five-dice game" we play.) I have heard the game called Greedy.

There are 2 variations of the game that we play. The first is to surpass
10,000. Once someone surpasses 10,000 , everyone else has one last chance
to catch them. The other variation is to score 10,000 exactly. In this
variation, the first player to score it wins, there is no chance to tie.

All players roll one die to see who starts, then play proceeds clockwise.
The first player rolls 6 dice. The objective is to make the highest score.
Here are the point values:

123456=1500 pts

111=1000 pts

All other "triples" are 100*number. (so 666=600, 444=400, etc)
If you roll "quads or quints", you add an extra 100 per extra die to the
"triples" total. If you roll all 6 dice of one number, it counts as two
"triples"

1 =100 pts
5 = 50 pts

Note, if you roll 111, you only get 1000 points. You don't get to add 100 for
each of the dice.(same with 555, or 123456)

Each roll of the dice you must roll some points, or your crap out and score
zero for the turn. After the first roll, you have the option of either
scoring the dice or setting the points aside and rolling again.

If you score the dice, it is added to your total and you pass all 6 dice to
your left. If you decide to keep going, you "keep" any/all of the dice that
scored points, and roll the rest.

Example: Lets say you roll 5 4 4 6 5 4

You have the option of keeping 4 4 4 5 5 and scoring 500, or rolling again.

If you decide to roll again, you can keep a 5, both 5's, a 5 and three 4's,
three 4's, or both 5's and three 4's.

Lets say you keep 4 4 4 and roll the rest. It comes up 4 5 2. This 4 can't
be counted with the other three because it was rolled seperately. So you
keep the 5. If you stopped now you'd score 450, but you decide to press on.
You roll 1 5. You're score is 600. Since all 6 dice are points, you can
re-roll all six and score more. You roll 5 6 4 2 2 1. You keep the 1 and
roll the rest. You roll 5 4 3 2 6. You keep the 5 and decide to keep rolling.
This time you roll 2 2 4 6. This mean's you've crapped out and scored zero.

The only other rule to note is the start. At the start of the game, you must
score 1000 to "open". This means you'll most likely have to crap out a few
turns before breaking open.

We also have the house rule that if someone wins with no other player breaking
5000, the bets are doubled.

Shadow


MR X ACT

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Jul 3, 1998, 7:00:00 AM7/3/98
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>A game we play quite a bit is "Ten Thousand". (there are probably more
>interesting names for it, we also call it "six-dice game" to differentiate
>it from the "five-dice game" we play.) I have heard the game called Greedy.

Actually, this is the one dice game the guys play (we call it Farkle.) We use
one other variant that increases the action - if the last player "crapped out",
you have the option to steal whatever points he had accumulated before his
unfortunate roll. You simply pick up the dice that had not scored, and roll
them only. If you crap out, the next player has the same option. This rule
really makes you think twice about going for the extra points!

ma...@drizzle.com

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Jul 3, 1998, 7:00:00 AM7/3/98
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In article <199807032006...@ladder03.news.aol.com>,

mrx...@aol.com (MR X ACT) wrote:
> Actually, this is the one dice game the guys play (we call it Farkle.) We
use
> one other variant that increases the action - if the last player "crapped
out",
> you have the option to steal whatever points he had accumulated before his
> unfortunate roll. You simply pick up the dice that had not scored, and roll
> them only. If you crap out, the next player has the same option. This rule
> really makes you think twice about going for the extra points!


Interesting -- we played this game a lot when I was in the Peace Corps (we
called it "Hot Dice"), and our rule was that you could continue rolling on a
previous player's accumulated points only if he *didn't* crap out. This
built a lot of tention, because when a player had accumulated a lot of point
he would naturally want to quit while he was ahead, but he also knew that the
next guy would get to "add" on to his score, so the inclination was to keep
rolling until only a few dice remained. For example, if you had accumulated
2000 points but still had four dice to roll, you probably would not score
yet, because the next player had a very good chance of rolling a 1, a 5 or a
triple with four dice. With three or two dice remaining things got a little
gut-wrenching.

Rolling on a previous player's score was always optional. Another nice
feature about allowing player to build on a score if the previous player did
*not* crap out is that a single score could (hypothetically) get passed all
the way around the table, with each player building on it and then passing.
You cannot build on your own score -- if a roll goes all the way around the
table without anyone crapping out, it is "reset" to 0 when it reaches the
original roller.

Two additional rules we used. First, if all the dice are used up in scoring
combination, you *must* continue roll at least one more time (and, according
to our house rules, you had to declare "hot dice" before your next roll or
you crapped out). Secondly, four of a kinds scored as 200 x the number
rolled (with "1"s as 2000), five of a kinds scored as 500 x the number rolled
(with "1"s as 5000 -- an instant win) and if anyone ever rolled six of a kind
he automatically wins, you *cannot* play the game any more that evening, and
everyone buys the roller drinks for the remainder of the night.

By the way, in the "official" rules of "Farkle", a player is supposed to lose
1000 points if he craps out his the first roll three turns in a row. This is
kind of a bummer rule -- the player is already going to be cursing his luck,
so why add to his misery? The name "farkle", by the way, means "a scoreless
roll", and to "farkle" is to crap out.

Matthew Baldwin


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Mergle29ub

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Jul 4, 1998, 7:00:00 AM7/4/98
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I forgot about this game, but it is a commercial
game....

Don't know how regional the game is, but a
local game store here put out a game called
Left-Right-Center. (LCR). You could play it
regular dice if you wanted... It sells for around
$5 here and is a great family gambling game.

DICE: Three. Each marked one side with an 'L',
one side with a 'C', one side with an 'R', and
the other three sides have a dot on them.

PLAYERS: 3 to 12.

STAKES: Chips, tokens, or money. 3 units
per person to start.

PLAY: First player takes all three dice and rolls
them. If three dots show up, he passes the dice to his
left. If an L shows up on any of the dice, he pays one
chip to the player on his left for each one. If an R is
rolled on any of the dice, one chip is passed to the player
on his right for each R. If a C shows up, one chip goes
into a central pot for each C rolled.
Each player rolls once on his turn. Each player rolls
only the number of dice for each coin he has in front
of him, maximum 3. Thus, if you only have two coins
left, roll two dice instead of 3. If you have 1, roll one.
If you have 3 or more, roll all 3.
If a player passes all his coins, he is NOT out. That player
does not roll until he hopefully gets a coin passed his way
from the players on either side of him.
Eventually enough C's are rolled so that the number of coins
in the central pot gets bigger and the number of coins in the
game diminishes. The last person to have any coins in
front of him by himself is the winner and collects the central
pot. No one is allowed to pull out extra coins during play.

EXAMPLE OF PLAY
Andy, Bob, Cathy and Donna are playing and are seated
clockwise. They each start with 3 coins. Andy rolls first.

Andy rolls dot-dot-R. He gives one coin to Donna. Now
Donna has four, Andy has two.
Bob rolls all three, and gets C-C-L. He gives one coin to
Cathy, and puts two in the center pot. Now Bob has zero
coins in front of him. 'Lotsa time left, Bob.' :^)
Cathy rolls three dice even though she has four coins. She
rolls dot-dot-dot. Lucky! She does nothing. Donna's turn.
Donna has four, so she rolls all three, and gets R-R-dot.
She gives Cathy two coins, and this leaves her with two.
Andy rolls two dice. He rolls dot-C. He puts one in the
center, leaving him one.
Bob has no coins. He does not roll.
Cathy rolls, she has six coins. She rolls R-dot-C. She gives
Bob one, to put him back in the game. She puts one to the
central pot, leaving her with four.
Donna rolls two dice and gets dot-dot. She passes the dice to
Andy.
Andy has one coin, and only rolls 1. He rolls a dot.
Etc........

Eventually, the game ends when two players are left and
a. one player pays all his coins to the central pot;
b. one player passes all his remaining coins to the other.

The chips rotate around the table in a frenzy. Sometimes
you have a lot of coins in front of you the whole game and
lose, and sometimes you sit there, out for thirty turns, get
a coin passed to you and win the game.

This is a great table game to play, even if there are a lot of
rowdy players, young, old, whatever. It's a great stag
game, or a way to pass time on the holidays.

If you don't wanna buy the LCR dice, you can use regular
dice and just remember 1-left, 2-center, 3-right. 1-2-3.
4-5-6 means nothing.

VARIATIONS:
'Jackpot rolls'.

Any player rolling all three dice who rolls
L-C-R wins some sort of stipend. Either make all three
destinations pay you one. (Take one from left, take one
from right, take one from center.) Or pass nothing. Or
everyone pays you one 'on the side'. Or everyone on
the table gives you a chip. Or play really daring--LCR
is an automatic win. Player takes all chips and game starts
over.

Anyone rolling L-L-L or R-R-R also may receive special
treatment. Maybe on 3-L's, Left gives you all his coins.
(same for right.) Or left (right) pays you one 'on the side'.


If anyone would like to purchase this game, I can
be the liason for you. I will not profit as middleman.

LCR is a trademarked and licensed game. I am not
affiliated with it.

But I do like it. :^)

D.U.Th...@bigfoot.com

unread,
Jul 6, 1998, 7:00:00 AM7/6/98
to

> Does anybody on this group have any suggestions for multi-player games using
> ordinary dice? My buddies and I are looking for some new ways to kill time
> after we finish up one of our "real" games.

I highly recommend Perudo. Here is the rules outline:

Each player needs a dice cup and six dice (ideally, each player's dice
should be of a different colour from the others', but that isn't strictly
required).

Simultaneously, all players shake their dice and slam their cups down onto
the table. Each player then peeks under his cup at his dice. Ones are wild.
The first player then bets on a "hand" based on all dice rolled --his and
all the other players'. The player to his left can either accept the bet, in
which case he must ante up, or reject it by saying "Dudo" (Spanish for "I
doubt it"). In the latter case, all the dice are revealed and the bet is
settled. The loser loses a die, which is removed to a pile in the center of
the table. Once a player has lost all of his dice, he is out. The object of
the game is to be the last player out.

Example: Game start --six players rolling six dice each. My roll consists
of three ones (wild) and two threes. I could safely bet on "six threes"
since I have that in my roll; odds are, each of the other five players has
rolled a couple of threes himself (a one and a three), for a potential hand
of "sixteen threes", so I play it safe by betting on "eight threes". If the
player to my left accepts, he must ante by either betting on a better hand
("eight fours") or a bigger one ("nine threes").

Daniel U. Thibault
a.k.a. Urhixidur
a.k.a. Sire Bohémond de Nicée

James Hamblin

unread,
Jul 6, 1998, 7:00:00 AM7/6/98
to

ma...@drizzle.com wrote:
>
> Interesting -- we played this game a lot when I was in the Peace Corps (we
> called it "Hot Dice"),
[snip]

This game sounds a lot like "Cosmic Wimpout", which features fun rules
like "you may not want to, but you must", that is, you must reroll when
you've scored with all five dice. This game is certainly good fun and
quick, and it seems that this is a good adaptation to regular d6's
instead of going and buying the Wimpout dice themselves.

James
--
James Hamblin
ham...@math.wisc.edu

sta...@alum.mit.edu

unread,
Jul 7, 1998, 7:00:00 AM7/7/98
to

In article <6nr8ja$l39$1...@nnrp1.dejanews.com>,

D.U.Th...@Bigfoot.com wrote:
>
>
> > Does anybody on this group have any suggestions for multi-player games using
> > ordinary dice? My buddies and I are looking for some new ways to kill time
> > after we finish up one of our "real" games.
>

Try Yahzee or Liars' Dice.

I'll send rules if you're really interested.

Rich

Kevin O'Hare

unread,
Jul 7, 1998, 7:00:00 AM7/7/98
to
Have you heard of 4-5-6.

Number of players: 3 or more
Number of dice: 3
Type of game: Betting with a "bank"

The object is to make a point, and then each player has to try and
beat the point. Payouts made to players that beat the bank, otherwise
the player pays the bank if they lose. The banker collects from all
players on an automatic win, and pays all players on an automatic loss.

A point is comprised of any pair, with the third die as the point.
For example, I roll 4-4-3, the point is 3, if you roll 5-5-2 you lose,
if you roll 6-6-4 you win, if you roll 2-2-3 it's a push. The pair
number does not come into play.

There are a number of other outcomes.

Any pair with a 6 is an automatic win.
Whoever rolls a 4-5-6 automatically wins, and becomes the new banker.
Any pair with a 1 is an automatic loss.
If 1-2-3 is rolled, it's an automatic loss.

If the banker and three others are playing, lets look as some possible
outcomes.

Banker player 1 player 2 player 3
pt 4 pt 4 push pt 2 L pt 3 L
+ $2 - $1 - $1

pt 6
+ $3 - $1 - $1 - $1
Note: Players do not even roll if the Banker rolls an auto win or auto loss.

pt 1
- $3 + $1 + $1 + $1

pt 5 pt 2 L pt 6 W 4-5-6
- $1 - $1 + $1 + $1 and is new Banker

With five or six players, it can get expensive fast, you may want to
consider playing for quarters or dimes...

--
|Kevin O'Hare use: kev...@cup1.hp1.com1 without the 1s |
|Oenophile|Pinball|CCGs|B-5|X-Files|GURPS|Kites|Boardgames|Highlander |
|Commercial and/or unsolicited email and/or spam will be processed for|
|a $500 handling fee. Unsolicited sending constitutes acceptance. |

Anthony M. Rubbo

unread,
Jul 8, 1998, 7:00:00 AM7/8/98
to
Speaking of Cosmic Wimpout, has anyone any particularly intersting / fun ./
wacky variations for the game?

Richard Rognlie

unread,
Jul 8, 1998, 7:00:00 AM7/8/98
to Anthony M. Rubbo
zio's Cosmic Wimpout FAQ -- http://blueneptune.com/~zio/CW/

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