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easy games with Dices

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.


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