Some
games with dices
Dices are credited to be the oldest gambling device
invented by man. Have your fun.
Content
1 Craps
2 Game: 6 Cups
3 Fun
4 Fun 2
5 BATTLESHIP
6 BUNKO
7 CENTENNIAL
8 VARIANT "Matterhorn"
9 DROP DEAD
10 Going to Boston
11 Double cameroon
12 LIAR DICE
1) Craps
Any number of players beyond 1.
played with two dice; the underlying principle of the
game is the fact that the most probable throw is a 7.
On the first throw, if a player shoots 7 or 11 (called
a natural) he wins and throws again, but if he shoots
2, 3, or 12 (called craps) he loses. If he shoots 4,
5, 6, 8, 9, or 10 that number becomes his point, and
he continues to shoot until he makes his point, in which
case he wins and retains the dice, or until he shoots
a 7, in which case he loses and relinquishes the dice
to the next player.
2) Game: 6 Cups
To start out you need: at least four players, a die,
six cups, mugs, glasses, etc., and lots of beer. The
first person rolls the die and has to fill the corresponding
cup. For example, player1 rolls a 5, and has to fill
cup 5 with beer. Then player2 gets to roll. If he/she
rolls a 5, they have to drink cup 5. Otherwise they
must fill another cup for whatever they roll on the
die. It is now player 3's turn. The game is real simple
to learn, if you roll a die and the corresponding cup
is empty, then you fill it. If it is full then you drink
it. The player must keep rolling until they fill up
a cup. For example, cups 2-5 are all full. Player three
rolls a 2. Player 3 drinks cup 2. It is still player
3's turn until he rolls a now 1, 2 or 6. This game gets
tough on the belly if you are drinking anything but
light beer. But it is a blast. HAVE FUN!
3) Fun
Recquired: one set of dice, four or five people, a stopwatch
or regular watch, two shot glasses, as much beer as
possible.
How to play: there are only two players, but each player
has a trainer (that's where two others come in); a referee,
if needed a shot glass; and one die. Each player must
start with the same amount of beer (preferably a new,
full one). The trainers are in charge of it. They will
fill their respective "fighters" shot glass
with beer. The referee, if you choose to use one, will
start the "fight". The object is for each
fighter to roll the highest number possible with their
one die. The one with the lower number will have to
"shoot" the beer that their trainer poured
for them. The trainer then fills it right back up. The
whole time, the designated referee will be keeping time
on the watch. Each round is 3 minutes long, and the
number of rounds varies on the "fighters"
choice. The winner is chosen by how many drinks they
took. The "fighter" with the lesser
number of drinks wins and each "fighter's"
trainer will keep track of their drinks.
4) Fun 2
All you need is at least four people (the more the better),
two cups, dice, and of course, beer.
Sit in a circle and give two people, who are opposite
each other, a cup each with a die in it. On the count
of three start rolling the dice out of the cup.
Amount on die.
1=pass the cup and die to your left
2=nothing
3=nothing
4=one drink for the person on your left
5=one drink for the person on your right
6=one drink for yourself
You roll until you get a 1 on the die.
If you get stuck with both cups, your penalty is to
chug the rest of your beer. You must take your drinks
as assigned immediately, whether you are rolling or
not.
5) BATTLESHIP
A family game offering quick action and suspense for
a group of any size. The game is also suitable for gambling.
Playing time from 2 to 10 minutes per round, depending
on the number of players.
Any number can play; 3 to 6 players is best.
You need 5 dice, a dice cup and a simple tally sheet
for keeping score.
Object of the game is to be the first player to reach
100 points; or to score the highest number of points
in ten rounds of play.
A player targets to get one ship (no 6 on the dice),
one captain (no 5), one mate (no 4) and crew (any number)
To start each player rolls the dice to determine the
order of play. The lowest roller goes first. Play proceeds
clockwise.
In a gambling game, each player places an equal stake
in the pot. Each player has up to three rolls of the
dice his turn.
The first player begins his turn by rolling all five
dice. If his cast does not produce at least one 6, he
recasts all five dice for his second roll. If his first
cast produces a 6, the player has his ship. He sets
aside the 6 and recasts the four remaining dice for
his second roll. A player who rolls more than one 6
on his first roll counts only one 6 as his ship, and
recasts all other 6's.
If the player's first cast produces both a 6 and a 5,
the player has his ship and his captain. He sets aside
the 6 and the 5 and recasts the three remaining dice
for his second roll.
If his first cast produces a 6, a 5, and a 4, the player
has his ship, his captain, and his mate. He is then
ready to take on his crew. He sets aside the 6, 5, and
4, and may take the sum of his two remaining dice as
the number of members in his crew. Or, he may choose
to recast the two dice for his second roll.
The player who rolls a 5 or a 4 on his first cast, but
does not roll a 6, cannot count the 5 or the 4 as his
captain or mate. He must recast all five dice for his
second roll. He may not collect his captain until he
has his ship. Likewise, he may not collect his mate
until he has his captain. Once a player has set aside
his ship, captain, and mate, he is ready to take on
his crew. A player who collects his ship-captain-mate
trio on his first roll may take up to two additional
rolls of the two remaining dice to pick up his crew,
keeping whichever die or dice be wishes from these two
casts. Any dice cast in the third roll must be kept.
Once a player chooses to roll again in quest of a higher
number of crew members, he must accept the total of
his later cast. In some instances, a player will not
be able to produce a ship, captain, and mate in his
three casts. In such a case, the player may not take
on a crew and scores zero for that round.
After the player has finished his turn, he scores one
point for each crew member (excluding the captain and
mate) and enters this total on the tally sheet as his
score for the round. He then passes the dice to the
player to his left.
The player with the most points after ten rounds of
play wins the game. If two players are tied after ten
rounds, a one-round playoff determines the winner. Or
players may determine before the game begins that the
first to reach 100 points is the winner.
A round is completed even if a player has already reached
100 points. The highest total over 100 points then wins
the game. The winner of the game takes the pot. Or the
winner of the game collects a payoff of so much per
point according to his margin of victory over each player.
Strategy An average score for one round would be 7.
If a player is able to get a ship, captain, and mate
in fewer than three casts, and his crew totals more
than seven members, he would be wise to settle for such
a total and not take his remaining roll or rolls. If
the crew totals less than 7, he should make an attempt
to improve his score. However, a player's position relative
to his opponents should determine his strategy. A trailing
player must try to catch up to the leader by attempting
a high score for his round.
6) BUNKO
A game played with multiples of 4. The game is played
in rounds.
Needed at least 8 players, in multiples of 4, a table
per 4 people, 3 dice per table, 1 score sheet per person,
optional prizes.
All three dice are rolled at the same time. Points are
accumulated by rolling 6s. Each 6 rolled is worth a
single point. The player rolls as long as he/she keeps
getting 6s.
If you roll all 1s, it is called a "wipeout".
A team loses all its points if they roll a wipeout.
If you roll all 6s, it is called a "Bunko".
You get the 3 points for the three 6s.
All players scramble to pick up a die after a Bunko.
Each die collected is also worth a point. Therefore,
if the same team who rolls a Bunko also gets all 3 dice,
they get 6 points (3 + 3). The opposing team, if they
pick up all 3 dice, can also get 3 points. The point
possibility for each team is therefore 6/0, 5/1, 4/2,
3/3.
This description assumes 12 players. (3 tables) The
players sit two teams (2members per team) per table,
with partners sitting across from each other. Each player
rolls a die to see who goes first. Play then rotates
from player to player clockwise after a player does
not roll a 6
The tables are "ranked". There is a head table,
a bottom table, and a middle table. When your team wins
a game, it advances to the next higher table, leaving
the losers to stay at the same table. At the head table,
the winners remain and the losers go to the bottom table.
You change partners after each round, except at the
head table. The winning team remains partners. At the
other tables, the losers who remain behind decide who
will change seats. When the advancing team sit down,
they are then no longer partnered. The head table plays
until the winning team scores 21 points. When this happens,
the head table calls "stop" and play stops
at all tables. If there is a tie at a table when play
is stopped, play continues normally until the tie is
broken.
Scoring is separate at each table. A winning score will
always be 21 at the head table. At this point, play
in this round is complete. Winners mark their wins on
their scoring sheets, and losers mark their losses.
At the end of the game time, the overall winner is decided
by the number of wins and the overall loser is determined
by the number of losses. Ties are broken by dice roll.
Prizes are a fun addition. Examples of prize categories
are: - Most wins - Most losses - Most Bunkos - Most
Wipeouts - Travelling Bunko: This prize goes to the
last person to roll a Bunko during game play. In practice,
when you roll a Bunko, you immediately go and take prize
from the person currently holding it. The next person
who gets a Bunko takes it from you. The activity of
getting up and down makes the action much more fun.
- Travelling Wipeout: like the Travelling Bunko Consolation
Prize: anyone who doesn't hold a prize rolls to see
who gets a prize. You will note that there are 7 prizes
for 12 people, giving pretty good odds. If you have
both the most wins and most Bunkos, you can keep one
but the other goes to the runner-up. 2.
7) CENTENNIAL
Minimum 2 players, but best for five or more
You need three dices,
Pencil and paper for each player, with the numbers 1
to 12 (up) and 12 to 1 (down) horizontal
Playing time from 5 to 15 minutes.
It helps if played for a small stake. Each one of the
players contributes a similar coin to the pot.
Object of the game is to be the first player to score
the numbers 1 to 12, and then 12 to 1, in numerical
order
Each player rolls three dice. The one with the highest
score begins, and players follow clockwise. The one
who finishes first wins the pot.
A player has one cast of the three dice in each turn.
The first number he must make is a 1. If any of the
three dice on his cast shows a 1, the player crosses
out that number on his score sheet. A player failing
to produce a 1 on any of the three dice on his first
turn has no move.
Once a player has crossed out the 1, he must make a
2 to score, then a 3, and so on. He may not cross out
any number until he has eliminated the number before
it.
Thus, an opening roll of 2-3-5 does not score. More
than one number may be eliminated in a turn, and the
same die may be used to make more than one number.
A roll of 1-1-2 on a player's first cast, for instance,
would eliminate all the numbers from 1 through 4: The
best possible opening roll, a 124, would eliminate all
numbers from 1 through 7. When a player reaches 11,
he must than throw one 12 to cross off that number on
his 1-to-12 column, then another 12 to cross off that
number on his 12-to-1 column. He then must cross off
all numbers in descending order to 1.
If a player rolls three 6's while trying for his first
12, he may score both 12's. If he makes the 12 any other
way, however, he must make that number a second time
before continuing down to 1.
A player's turn continues until he fails to score on
a cast.
The first player to cross off all numbers from 1 to
12 and then from 12 to 1 is the winner.
8) VARIANT "Matterhorn"
Minimum 2 players, but best for five or more
You need three dices,
Pencil and paper for each player, with the numbers 1
to 12 (up) and 12 to 1 (down) horizontal
Playing time from 5 to 15 minutes.
It helps if played for a small stake. Each one of the
players contributes a similar coin to the pot.
Object of the game is to be the first player to score
the numbers 1 to 12, and then 12 to 1, in numerical
order
This game is a variant of "Centennial" in
which players are not required to score the numbers
in sequence. In this game, the first player to eliminate
the numbers 1 through 12 twice (once for the "ascent,"
once for the "descent") is the winner.
As noted, numbers need not be made in numerical order.
However, a player must eliminate all the numbers on
the ascent (1 through 12) before beginning to work on
the descent (12 through 1).
A player has one roll of the three dice in a turn. The
player crosses off numbers on the score sheet according
to the result of his throw. He may elect to use the
numbers of his cast individually, or in any combination,
but he may use each number only once.
For example, a player who throws a 124 combination may
cross off either: numbers 1, 2, and 4; numbers 3 and
4; numbers 2 and 5; numbers 1 and 6; or number 7.
"Matterhorn" demands a good deal more strategy
than does "Centennial." In "Matterhorn,"
it is generally advisable to cross off the higher numbers
first. The lower numbers 1 through 6 can be made easily
on any throw, but the higher numbers require combinations,
which are less frequently produced. These higher numbers
should be eliminated as quickly as possible.
9)DROP DEAD
a game of chance for players of any age who would like
to play for small stakes or just for fun. Playing time
about 5 minutes for each round.
Any number can play.
The game is suitable for head-to-head conflict between
two players, but competition among a group of six or
even more will prove most exciting.
You need five dice, a simple tally sheet, with the names
of the players at the top; dice cup.
Target is to achieve the highest score in a given number
of rounds or innings.
Any player may begin and from then it goes clockwise.
A game is over when all five innings have been played
out by all players.
The first player begins his turn by rolling all five
dice. If among the five dice cast, there is neither
a 2 nor a 5, he scores the sum of the faces of the five
dice, and he rolls again. Any throw, which yields either
a 2 or a 5, or both, does not score.
The 2's and the 5's are set aside, and the remaining
dice are recast. A player's turn continues until all
the dice are "dead"; that is, until all the
dice have shown either a 2 or a 5.
Thus, if a player rolls all 2's and 5's on his first
turn, he does not score, and he does not cast again.
The results of all casts which do not yield a 2 or a
5 are added to compute the total score for a player's
turn.
A sample turn might be as follows: First cast: 5-5-3-3-1
No score. Two 5s are removed and the other three dice
are recast. Second cast: 3-4-6 Score 13 points and recast
all three dice. Third cast: 1-2-4 No score. Remove the
2 and recast two dice. Fourth cast: 1-5 No score. Remove
the 5 and recast one die. Fifth cast: 3 Score 3 points
and recast die. Sixth cast: 2 No score. Turn is completed.
The game is played for five rounds. The player with
the highest total at the end of five innings is the
winner.
If "Drop Dead" is played as a gambling game,
each player contributes a given number of chips to the
pot at the outset. The winner collects the pot. An option
is to have the winner collect a stake of so much per
point from each of his vanquished opponents. His margin
of victory will determine the harvest of profits he
reaps.
10) Going to Boston
played with three dice, any number of players, each
of whom contributes equally to the pot and each of whom
has three throws with the dice.
Each player plays as follows: On the first throw, the
highest die must be set aside, and the two others retained
for another roll. On the second roll, the higher die
is kept and the lower is used for last roll. When two
dice are equal, one must be used for the last roll.
After the third throw, the player's total is the sum
of the three dice.
11) Double cameroon
For two to ten players, using a set of ten dice, a dice
cup, and a score sheet ruled so that a record may be
kept.
The first player is decided by lot and then left wise.
In each turn the player throws the ten dice. After each
cast be may stop for that turn, or may pick up any of
the dice from the table and cast them again.
From the dice showing at the end of his third cast (or
of the cast at which he chooses to stop) be must choose
two combinations of five dice from among the ten combinations
permitted in the rules, and the two combinations must
be different from any be has chosen in a previous turn.
The combinations are:
Any number of one in five dice, counting 1 each.
Any number of twos in five dice, counting 2 each.
Any number of threes in five dice, counting 3 each.
Any number of fours in five dice, counting 4 each.
Any number of fives in five dice, counting 5 each.
Any number of sixes in five dice, counting 6 each.
Little Cameroon (l-2-3-4-5) counting 21.
Large Cameroon (2-3-4-5-6) counting 30.
Full house any three of a kind and any pair counting
28.
Bug five of a kind counting 30.
When each player has had five turns, the game ends.
The player with the highest point score wins.
When more than two play, settlement is made on the basis
of the difference in all scores.
Skilful Play consists in using the low scoring combinations
to take care of bad rolls, and making sure that all
the possible high scoring combinations are filled with
the maximum scores. A player should try on his first
five turns to achieve the four combinations, which require
arbitrary alignments of the throws.
If a player has a remainder such as two sixes, two fives
and 1 one, he might as well score it in the one combination,
taking 1 point, because the most he can ever get with
aces is 5 points, whereas with sixes or fives be can
get 30 and 25 points respectively
If a player's first cast is, for example, 6-6-6-5-4-3-3-2-1-1,
he will do well to select a Little Cameroon (which does
not use up one of the sixes) and pick up a three and
a one for a recast, hoping to get one or two more sixes,
or perhaps to fill a full house.
As his final turns approach, a player must become increasingly
careful to work for the combinations on which he can
make the highest scores. Maximum possible score is 214,
and a good score is around 170.
12) LIAR DICE
A game of bluffing.
Playing time 5 to 20 minutes with 2 player, 10 dice
and two dice cups.
Object of game to correctly challenge the opponent's
bluff calls or induce your opponent to challenge your
honest calls.
To start each player rolls a single die to determine
the first caller. The highest roller starts.
Both players roll their five dice simultaneously to
begin the hand.
The rolls are made by shaking the dice in the cup, and
turning the cup over on the playing surface so that
the result of each player's roll is concealed from his
opponent
The player may examine his own roll by lifting the edge
of the dice cup.
The caller must then either: (1) state that he is satisfied
with the result of his cast; (2) state that he is not
satisfied with the result of his cast; or (3) say that
his hand can go "either way."
The caller's opponent must then either: (1) state that
he is satisfied with the result of his cast; or (2)
state that he is not satisfied with the result of his
cast. If both caller and opponent are not satisfied
with their hands, or if the caller states his hand can
go either way and his opponent is not satisfied with
his hand, then the dice are picked up and another round
is begun with a new roll. If either player is satisfied
with his hand, the deal is played out.
Once this initial stage has been completed and the rows
have been allowed to stand, the caller must announce
a value for his hand. He must announce the value of
all five dice. It is not sufficient to say "Two
pair," for instance. The caller must say, "A
pair of aces, a pair of threes, and a five." However,
a player may announce any hand he pleases, regardless
of the actual roll. When the caller has made his announcement,
his opponent has two choices: he may challenge the call,
or he may make a higher call for his own hand. If the
player challenges the caller's hand, the caller must
lift his dice cup and show his hand. The challenger
wins if the caller's hand is poorer than the caller's
announced hand. If the hand is as good or better than
the announced hand, the challenger loses and the caller
wins.
The hands rank (in descending order) as follows:
1. Five of a kind.
2. Four of a kind. (a call of four 5's is higher than
a call of four 4's etc)
3. Full house (three of a kind and a pair).
4. High straight (23456).
5. Low straight (12345).
6. Three of a kind.
7. Two pair.
8. One pair.
If the player does not wish to challenge
the caller's hand, he must then make a higher call for
his own hand. This player is allowed two additional
rolls of any or all of his five dice before he announces
his higher hand. The second player may announce a higher
hand immediately, or take either or both of his additional
rolls before making his announcement. The player guards
the dice he wishes to keep with his hand, while recasting
the remaining dice in the cup. When he has completed
the cast, he can slide the dice kept from the original
roll under the cup to join the others.
For example, the caller opens with a call of "Aces
and fours with a deuce." His opponent has cast
6-5-5-3-2. If this second player decides not to challenge
the caller's declaration, he must make a higher call
for his hand. He may elect to make a bluff call without
rolling, or may take one of his two additional rolls.
In the latter case, he would probably save the two 5's
and recast the other three dice. If this cast produces
another 5, the player can safely make his higher call.
However, if this second cast fails to improve the pair
of 5's, the player may bluff with a call of a higher
hand, or he may use his third and final cast to try
to improve his hand before making his call.
Once the player has made a claim of a higher hand, the
caller must then either challenge this claim or make
a higher call for his own hand. He may make his call
immediately, or may use either or both of two additional
rolls before making his higher call.
Play continues back and forth in this manner, with each
player forced to either challenge his opponent's call
or make a higher call for his own hand. A challenge
ends the round. The challenger wins if the challenged
call is a bluff, and loses if the challenged hand is
as good or better than the call.
The game will continue, if neither player challenges,
until one of the players is forced to make the highest
possible call --five aces. The other player must challenge
this call, for he cannot possibly make a higher call.
|