a to z of dice games

55
d ice-p lay How to play... Dice Games Games played solely with dice are often compelling and the suspense can be high. Luck plays a great part but strategy and skill may also be needed. Children often enjoy dice games because of their simplicity and because they are fast moving but adults will enjoy many dice games too. The games described require dice, but you may need pen and paper for some and others require stakes, and for yet others a throwing cup is recommended. For stakes you can use counters, match sticks, chocolates, pennies or, to make things really interesting, hard cash. Any mug or beaker can be used as a throwing cup. Some dice games are banking games. These games are played against an operator who collects and pays out on bets made against him. If your going to play a banking game, socially, with friends, then each player should take an equal number of turns holding the bank. This is because, in all dice banking games, the odds are weighed in the operator's favour. The order of play, in a game, is usually decided by each player rolling a single die with the highest number throwing first, the second highest throwing second and so on. If an equally high number is thrown by two or more players they throw again. Seating may be rearranged so that the dice are always passed to the left (clockwise). Alternatively the player with the highest throw starts and the other players take their turns in a clockwise direction, regardless of what number they threw, without the trouble of reorganising players positions. Some games are exceptions to the rule and have their own particular method for determining order of play. These exceptions are described in the text. Unless otherwise stated the dice games explained are for any number of players. Strategy and tactics are on the whole left for you to develop for yourself. Should a die not land flat on one side, but tipped at an angle, then it is declared cocked and all the dice must be re-thrown. Copyright © 2003 - 2006 Coherent Vision IP The content of this page may be circulated and copied in its present original form and in its entirety with no alterations or omissions and for no commercial purpose or commercial gain or profit. Copyright is retained on all text and illustrations.

Upload: woland783

Post on 15-Oct-2014

54.059 views

Category:

Documents


1 download

DESCRIPTION

rules to all the best dice games

TRANSCRIPT

Page 1: A to Z of Dice Games

  dice-play How to play...   Dice GamesGames played solely with dice are often compelling and the suspense can be high.Luck plays a great part but strategy and skill may also be needed. Children oftenenjoy dice games because of their simplicity and because they are fast moving butadults will enjoy many dice games too.The games described require dice, but you may need pen and paper for some andothers require stakes, and for yet others a throwing cup is recommended. Forstakes you can use counters, match sticks, chocolates, pennies or, to make thingsreally interesting, hard cash. Any mug or beaker can be used as a throwing cup.Some dice games are banking games. These games are played against anoperator who collects and pays out on bets made against him. If your going to playa banking game, socially, with friends, then each player should take an equalnumber of turns holding the bank. This is because, in all dice banking games, theodds are weighed in the operator's favour.

The order of play, in a game, is usually decided by each player rolling a single diewith the highest number throwing first, the second highest throwing second and soon. If an equally high number is thrown by two or more players they throw again.Seating may be rearranged so that the dice are always passed to the left(clockwise). Alternatively the player with the highest throw starts and the otherplayers take their turns in a clockwise direction, regardless of what number theythrew, without the trouble of reorganising players positions. Some games areexceptions to the rule and have their own particular method for determining order ofplay. These exceptions are described in the text.

Unless otherwise stated the dice games explained are for any number of players.Strategy and tactics are on the whole left for you to develop for yourself.

Should a die not land flat on one side, but tipped at an angle, then it is declaredcocked and all the dice must be re-thrown.  

Copyright © 2003 - 2006 Coherent Vision IPThe content of this page may be circulated and copied in its present original form and in its entirety with no alterations or omissions and for

no commercial purpose or commercial gain or profit.   Copyright is retained on all text and illustrations.

Page 2: A to Z of Dice Games

One-O-FiveA simple, fast moving children's game played with five dice each.

Play:Each player in turn rolls their dice and sets aside those showing their targetnumber.  The objective is to roll and set aside all five dice before moving onto theirnext target number.  Target numbers are 1s up to 6s.  Once all five dice show theplayer's target number they roll all five dice again, aiming for and setting aside thenext number in the sequence.  The winner is the player who rolls all six sets of fiveidentical numbers (up to 6s).

The Three Dice GameAlso known as Four-Five-Six and See-Low.  This is derived from a Chinesebanking game called Strung Flowers.  As the name suggests it is played with threedice.

Play:Players place their bets against a banker who covers them.The banker rolls the three dice first.The banker wins all bets if he throws three of a kind, any pair and a 6, or 4-5-6.The banker loses all bets if he throws any pair and a 1, or 1-2-3.If the banker throws a pair and any number other than a 1 or 6 then each of theplayers in turn throws the three dice.  As before the player wins if they throw, anypair and a 1, or 1-2-3.  The player loses if they throw three of a kind, any pair and a6, or 4-5-6.  If a player throws a pair and any number other than a 1 or 6 then thenumber thrown with the pair becomes the point number.  If the player's pointnumber is higher than the point number thrown by the banker the player wins, evenif the pair is of a lower value than the banker's.  If both point numbers are the samethen it is tied and no one wins or loses any stakes.All other combinations other than the ones described are meaningless and both theplayer and the banker, in their turn, continues to roll the dice until a meaningfulcombination comes up.

Variations:

Strung Flowers (In Chinese: Sz'ng Luk) is played as described above but with thefollowing differences.The first banker is decided by a preliminary round in which all the players roll thedice, the player with the most fours becoming the bank.  If players tie then theythrow again until a decision is made.Stakes must be made in multiples of three units.  This is because players whohave thrown a point settle the bet according to the difference between their pointand the bankers.  For a point difference of one, one third of the stake is won or

Page 3: A to Z of Dice Games

lost.  For a difference of two, two thirds, and for a difference of three the wholestake.The banker changes when a player beats their point.  The bank rotates (clockwise)at the end of the round.In a game of Strung Flowers the following terms are used.  A throw of 4-5-6 isknown as Strung Flowers, 1-2-3 as The Dancing Dragon, and a pair and a 1 asAce Negative.

Five RollsPlayed by bar room hustlers with one die and for stakes.

Play:A player rolls the die five times.  If they roll an even number at least three timesthey win.  If less than three even numbers are rolled they lose.  A winner is paid atodds of 3 to 2. Many people miss the fact that the correct odds are evens (1 to 1).  A hustler willtry to shoot (throw the die) as often as he can, changing the stakes to a lower valuewhen he isn't shooting, knowing that in the long run the odds will work in his favour.

Six-six-sixA simple game of bluff that requires three dice, stakes or counters and ideally athrowing cup.

Play:The first player rolls the dice in the throwing cup and, keeping them concealed fromthe other players, takes a look at the numbers thrown.  They then announce athree digit number representing the dice values, which may be true or a bluff.  6,6,6ranks the highest and 1,1,1 the lowest.  The digits are called in descending ordere.g. 5,3,1. The next player then takes the dice, without looking, and must either challenge thecall or take a look and roll 1, 2, 3 or none of the dice and announce a call of ahigher value.  Players must honestly declare the number of dice they are rolling. Play continues until a challenge is made.  Once a player is challenged all the diceare exposed.  If they show a lower ranking three digit number than the last call, theplayer who called it pays a counter to the challenger.  If the dice show the same orhigher ranking number, the challenger pays a counter to the caller.  Should aplayer call 6,6,6 the next player must challenge. You can play a fixed number of rounds or simply stop play on agreement.

Page 4: A to Z of Dice Games

Sixes BetAn old dice bet that has cost a lot of gamblers a lot of money.  It demonstrates howodds can be used to some ones advantage.

Play:

The bet is simple.  Will an operator roll a 6 at least once out of four rolls.  The pay-off odds are set at even money (1 to 1).  For even money the bet should be madeon three rolls of the dice.

Variations:

Double Sixes

In this version the bet is whether the operator will throw a double six at least onceout of 25 rolls.  If you are wondering why it is 25 rolls and not something justgreater than 18 rolls you need to read about the true odds.

 

SevensThe number seven has always been considered special and lucky, but in this gamea seven is bad not good.  Six dice are required.

Play:Each player in turn rolls six dice and removes any combination of numbers thrownthat add up to seven.  The aim is to score the highest possible total by addingtogether the numbers shown on the remaining dice.  The first player may take asmany as three throws but may stop on the first or second.  The following playersmay only take as many throws as the first.For example the first player rolls 5, 2, 1, 1, 1, 2.  The 5 and a 2 are removed andthe player may decide to score with the remaining dice (1 + 1 + 1 + 2 = 5), butdecides to roll the remaining 4 dice and try and score higher.  The second throwyields 6, 1, 6, 6. The 6 and 1 are removed and the player scores 12 with theremaining two 6s.  He could throw a third time but can't score higher than 12 withthe remaining two dice and elects to end his turn.  The other players then have twothrows in their turn to score higher than 12.

Page 5: A to Z of Dice Games

Sevens OutA simple game of luck which requires two dice and a score sheet.

Play:Each player takes it in turn to throw the dice.  They roll and continue to roll the diceuntil they throw a 7.  They score the sum of all the numbers thrown before the 7. Players announce there tally after every throw and once they have thrown a 7 theirscore is noted on the score sheet.  Doubles score double the value.  For example:4,4 making 8, scores 16. The player who scores a pre-arranged total of say, 500 or1000, is the winner.

TenAlso known as Spot, Dicey, Roll-Ten and Birdie. Known in Italy as Talus, in Turkeyas Zarf and sometimes known by its French name Passe-Dix.  This is an ancientRoman gambling game said to have been played by the centurions for Christ'sgarments at his crucifixion.  It is played with three dice and stakes.

Play:

Each player takes it in turn at being the bank.  Players lay bets on the outcome ofthe dice.  One of the players (usually the player to the bank's left) throws the threedice.  If they total less than 10 then the players lose their wagers.  If the total is 10or more then the banker loses and pays out an equal amount on the players' bets.

The banker is at a disadvantage and hustlers try and avoid taking up the position.

Variations:Some gamblers prefer to make the odds fairer for the banker by making a total ofexactly 10 a winning number for the bank.

Ten PinsA dice version of ten-pin bowling played with two dice and a score sheet.Play:Ten rounds or "frames" are played in which each player, in turn, has three rolls ofthe dice.  He may leave one or both dice at the end of any throw.  The playerscores the total number of spots shown after their final throw.  Any 6s indicate "theball is off the alley" scoring nothing for that throw.5-5 on the first throw  is a "strike" and a player scores 10 points plus the total of thedice made by the third throw.

Page 6: A to Z of Dice Games

5-5 made after the first throw is a "spare" and players score 10 points plus the totalof the dice made on the first throw in their next "frame".On the first throw players often throw both dice again if they haven't thrown a 5. On the second throw players often throw again with 1s and 2s, but may hold thedice with 3s and 4s.

Twelve UpA simple gambling game played with one die against a banker.

Play:

Players lay bets against the bank.  Players then pick a number between 14 and18.  They then roll the die and total the values thrown until they reach a total overtwelve. If the total is 13 they lose and the operator takes the wager (after all 13 isunlucky).  If the total is the number they chose they win and receive back theirwager plus an equal amount from the banker.  If any other total is thrown no onewins or loses. The banker knows that it has been mathematically proven that 13 is more likely tobe the total than any other number.

Twenty OneThis is a simple dice version of the card game (known as Blackjack in the USA,Pontoon in the UK, and Vingt-et-un in France) played with a single die.Play:The aim is to score 21, or as near as possible to it, by throwing the dice as manytimes as desired and adding up the numbers thrown.  A player who totals over 21is bust and is out of the game.  The player whose total is nearest 21, after eachplayer has had a turn, wins.  In the case of an equally high total a play-off is made.Variations:Two dice are sometimes used to speed up play, one of them being discarded oncea player totals 14 or more.A version in which the target total is 36, not 21, is also played.When gambling each player puts one unit into the pot at the start of the game.  Anyplayer who busts puts an additional unit into the pot.  The winner takes the pot or,in the case of an equally high total, a play-off may be made or the players dividethe pot equally among them selves.

Page 7: A to Z of Dice Games

Twenty SixThis is a banking game which was popular in the Midwest of the USA between the1930s and 1950s, played with ten dice.  It was often found in taverns, which wouldmake payoffs in drinks, until anti-gambling legislation killed the game off to a greatextent.  An operator will often provide a score sheet which states the rules andpayoffs made on bets.  Of course the odds are always in the operator's favour.

Play:The player chooses a number from 1 to 6 as his point number.  He then throws theten dice 13 times.  His score is the number of times that his point number isthrown.

Payoffs made by the operator vary but the following is considered to be the normal.

Score Pay-off Odds

10 or less 10 -113 5 -126 4 -127 5 -128 6 -129 8 -130 or more 10 -1Any other score loses.

Variations:

Fourteens is played in the same way as Twenty-six but players nominate theirpoint number after their first throw.  If on their first throw they roll three of a kind orbetter then this number becomes their point.  If they don't throw three of a kind orbetter then they may choose any value as their point number and they score threepoints regardless.

They have four more throws rolling the ten dice and score a point for every timetheir point number appears.

 Players win if they score 14 or more, or if the last four rolls of the dice fail to giveup a single occurrence of their point number.  A winning player is paid at odds of 8-1.

Page 8: A to Z of Dice Games

Forty-OneA simple game played with six dice for stakes or chips.

Play:Every player begins by putting a unit of stakes or chips into a pot.  Then eachplayer in turn rolls the dice six times.  After each roll one die must be put aside. Players must roll and set aside a 4 and a 1 to qualify to enter a score.  A score isthe total of the remaining four dice.  If a 4 and 1 are not rolled the player scoresnothing and must ante one unit to the pot. 

The player with the highest score at the end of a round wins the pot.  If a playerscores the highest possible score - 24 (4x6) - then all the other players double theirstakes in the pot.  If two or more players have the equally high score then anotherround is played by all the players to decide the game.

Play continues until players elect to end the game. 

FiftyThis is a simple, fast moving game played with two dice that requires a scoresheet.

Play:Each player, in turn, throws the dice and scores points whenever a double isthrown. Double-6 scores 25 points. A double-3 cancels out a player's score andputs them back to zero. Any double other than a 3 or 6 scores 5 points. Scores arerecorded and the first player to obtain a total score of fifty points wins the game.

Page 9: A to Z of Dice Games

Ten ThousandCommercially known as Farkle and sometimes buy its French name Dix Mille.  This isan absorbing game for any number of players using six dice.  There are manyvariations of this game.  The basic version is described first followed by a series ofadditional rules under the heading Variations.  It is left to you to decide whichalternative rules, if any, you wish to play.

Play:Each player takes it in turn at rolling the dice and must set aside at least one scoringdie (1s, 5s, triples, 3 pairs, or a run of 6. See score values below).  Their turncontinues, rolling the remaining dice, as long as they have thrown and set aside ascoring number or combination.  Players announce their progressive score for theirturn after each roll. A player's turn ends when they either decide to stop and score their accumulatedpoints or until they have a scoreless throw and score nothing for that turn.  Should allsix dice be set aside as scoring then the player may roll them all again and continuetheir tally. Scoring combinations only count when made with a single throw.  For example aplayer who rolls and puts aside a 1 and then throws two 1s with the next throw mayonly score 300 not a 1,000. The first player to score a total of 10,000 or above wins, provided any subsequentplayers, with a turn left, don't exceed their score.Score Values

1 = 100 points5 = 50 points

1, 1, 1 = 1,000 points#, #, # = # x 100   e.g. 2, 2, 2 = 200 points:  6, 6, 6 = 600 points

1, 2, 3, 4, 5, 6 = 3,000 points3 pairs = 1,500 points (including four of a kind and a pair)

 An example turn might go something like this.  A player rolls the six dice and theycome up 1, 1, 2, 4, 5, 6. He could set aside the two 1s and the 5 scoring 250 points,but instead sets aside the 1s, scoring 200 and rolls the remaining four dice.  Theycome up 1, 6, 6, 6 and the player decides to set aside all four dice and his score isincreased by 700 points (1 = 100 + 6, 6, 6 = 600) giving a total of 900 so far.  All sixdice are scoring so the player decides to continue his turn by rolling them all again. This time he is unlucky and rolls 2, 3, 3, 4, 6, 6.  A scoreless throw which means hescores nothing for this turn and the dice pass to the next player.

Variations:A player may not begin to score until he has first scored at least 500 points in a turn.A player may take up the scoreless dice of the previous player who has had a

Page 10: A to Z of Dice Games

scoreless throw and forfeited their points.  Should he then throw a scoring number orcombination he takes the previous player's forfeited score, in their last turn, as theirown.  Worth risking if they have accumulated a high score.A player who throws a scoreless first roll, three times in successive turns, loses 1000points.If five dice are counted as scoring, the remaining die may be thrown twice in anattempt to roll a 1 or 5.  If successful, the player is allowed to continue rolling with allsix dice and receives a bonus of 500 points.  The bonus increases by 500 points forevery time the last die is rolled and scores in a single turn.

Four or more 2s cancels a players entire score.Six of a kind made with a single throw wins the game outright.Sometimes a target total of 5,000 is set to make for a shorter game.There is a commercial version of Ten Thousand called Cosmic Wimpout that is playedwith only 5 dice and without the three pairs scoring category. Some states in the USAplay a version using 7 dice.

AcesAlso known as Aces To The Centre, Deuces To The Left and Fives To The Right. A popular game in Asia, particularly the Philippines.  This is similar to Aces in thePot but is played without counters, but instead, with each player starting the gamewith five dice which they lose according to the numbers they throw.  This game isusually played for a pot.

Play:Order of play is determined by each player throwing five dice with the highestranking Poker, or Indian Dice, hand throwing first and the next highest second andso on. 

Each player in turn throws their dice.  Any 1s rolled are put in to the centre of thetable and are eliminated from the game.  Any 2s thrown are passed to the playeron their left, and any 5s are passed to the player to their right.  They continue theirturn, throwing their remaining dice, until they fail to throw a 1, 2 or 5 or until theylose all their dice. 

Play continues round the table until the last die in play comes up as a 1 and theplayer who threw it wins.

Variations:Another version played simply reverses the outcome.  The last player to throw a 1is the loser.

Page 11: A to Z of Dice Games

Around the SpotAlso known as Flower Petals.  The name of this game relates to scoring numbersin play.  1, 3 and 5 all have a spot in the centre of the die's face.  Played with threedice and a score sheet.

Play:Players take it in turn to throw the dice. In each turn players roll all three dice threetimes.  They score for every occurrence of a 1, 3 or 5. 1 scores one point, 3 scorestwo points and 5 scores four points.  Should a player throw a triple 2, 4 or 6 theydouble their score for their turn and the throw is not counted as one of the three.  Asecond throw of triple 2, 4 or 6 cancels out the previous one and their score is nolonger doubled.  Four rounds are played and the players' scores are noted.  Theplayer with the highest total wins.

BarbudiAlso known as Barbooth, Barbotte and Even-Up Craps.  This is a betting gameplayed with two dice.  Any number of players may take part but only two at a time. Barbudi originated in the Middle East but is played in Canada by players of MiddleEastern decent, in the USA within the Greek Community and also in Mexico andEastern Europe.  It can be found played in some casinos and clubs, where thehouse will take a small percentage of the losing bets.  This is because the odds ofwinning or losing in this game are even.

Play:

Each player throws a die and the highest becomes the shooter and the player tohis right the fader.  Play rotates anti-clockwise in this game.

The fader puts up a stake.  The shooter covers part or all of the bet and otherplayers, in turn, may cover what is left or make side bets with one and other.  Theshooter or fader may decide not to bet at all in which case the dice are passed tothe next players.

The shooter and fader roll the dice alternately, the shooter rolling first.  Either of thetwo players wins the bet if they throw a 3-3, 5-5, 6-6, or 5-6.  They lose if theythrow 1-1, 2-2, 4-4 or 1-2.  All other combinations are meaningless.

As long as the shooter wins, loses with a 1-2, or the fader wins with a 5-6 theplayer's roles remain unchanged for the next round.  Otherwise the fader becomesthe shooter and the next player the new fader.

Variations:

Page 12: A to Z of Dice Games

Some players play what is known as a two shot game.  In this version the fadercan stipulate a two shot decision, when he puts up his stake.  Throws of 6-5 and 1-2 win and lose only half the bet.  In this event the shooter or fader can decide toend the round there.  If the fader won then they become the new shooter.

If both players agree to a second throw then the shooter throws again first if hewon, and the fader throws first if he won.  The second half of the bet is thendecided as before.  If either player wins both decisions he take the stakes. Otherwise both players withdraw their own.

Once a two shot decision round has been played both players lose their roles,regardless of who won, and the players to the right of the fader become the newshooter and fader respectively.

BeetleAlso known as Bugs.  Only one die is required.  Essentially for children, this gamewas first marketed by Schaper Toys in 1948 as Cootie.  Players rolled a die andpieced together a plastic flea, according to the numbers rolled, from parts suppliedin a box.  It is now just as easily played with a pencil and paper.  Special dice areavailable that have the six faces marked with letters corresponding to the beetlebody parts - B-ody, H-ead, L-eg, E-yes, A-ntenna and T-ail.

Play:Each player has a pencil and paper and in turn rolls the die and draws a body partcorresponding to the number rolled.u 1 = Bodyu 2 = Headu 3 = A Legu 4 = An Eyeu 5 = An Antennau 6 = The Tail

A player however can not start drawing the legs, tail, and head until a 1 has beenthrown for the body; and cannot draw the eyes and antennae until a 2 has beenthrown for the head.  The beetle must have a body, a head, two antennae, twoeyes, six legs and a tail.  The player who finishes drawing a beetle first wins.

Page 13: A to Z of Dice Games

                                                   

Completed beetle.

Variations:

Use two dice to speed up play, or even develop a more complex beetle to draw.

Another version is played in which players score a point for each part of the beetlethey draw.  A series of games are played and the player who reaches an agreedtotal first (say 50 points) wins.

BidouThis game has complex betting principles and bluffing. You will need three dice foreach player and a supply of chips. Throwing cups are recommended becauseplayers must conceal their dice from each other. Any number may play but thegame differs with only two.

Play:Bidou HandsRanking Dice combinations1 2, 1, 1 (bidou) An exception to the ranking order is that 1, 1, 12 2, 2, 1 (bidè) beats 2, 1, 1 but no other hands listed above it.3 4, 2, 14 6, 6, 65 5, 5, 56 4, 4, 47 3, 3, 38 2, 2, 29 1, 1, 1 See the exception rule above.10 3, 3, 611 3, 3, 5

Page 14: A to Z of Dice Games

12 3, 3, 413 3, 3, 214 3, 3, 115 1, 1, 616 1, 1, 517 1, 1, 418 1, 1, 319 3, 2, 120 4, 3, 221 5, 4, 322 6, 5, 423-56 All other combinations rank as a three digit number of the dice values indescending order. i.e. 6, 2, 1 beats 5, 3, 2;  5, 4, 2 beats 5, 2, 2;  and 6, 4, 2 beats6, 4, 1.All the combinations above beat the totals not listed

Bidou For Two Players.A game of two handed Bidou consists of three rounds. The winner is the playerwho wins at least two. Nine chips or counters are placed in the centre of the table.Both players throw a die and the higher becomes captain.The captain has the first turn throwing the dice and then his opponent. In their turnplayers are allowed up to three throws of the dice to try and get the best possiblehand, which must be concealed from the other player. All three dice must be rolledin each throw and players must declare how many throws they have taken.

Once both players have determined their hand betting begins. If the captain'sopponent has taken fewer throws then they become captain and make the first betor pass.If both players pass (i.e. decline to bet) then the hand is finished. Once a playerhas bet then he alternately either raises (bets a greater amount than the opposingplayer has just bet), calls (bets an equal amount with both players then revealingtheir hands), or drops out (makes no bet and takes no part in the hand). As playersraise or call they move the correct number of counters from the centre pooltowards themselves. Once a player has raised the other must re-raise, call or dropout. Once a player has called or dropped out then the round is over. Players mayonly bet or raise the other by one chip.If a player is called by the other then the dice are revealed and the player with thelosing hand takes all the chips that have been bet (the chips not in the centre pool).The winning player is captain for the next round.If a player drops out then he takes a penalty chip and the other chips are movedback to their positions at the start of the hand. The other player becomes captainfor the next round.If both players pass then no chips are taken by either player and the captainchanges for the next round.The second round is played in the same way except that when throwing the diceplayers are allowed to put aside any they wish, and throw the remainder with their

Page 15: A to Z of Dice Games

remaining throws. Players should keep any dice put aside concealed from theiropponent. Any dice put aside may be re-thrown with the third and final throw if aplayer wishes to do so.The third round is played in the same way as the first.Once a player has eight chips and only one is left in the centre or with the otherplayer an open throw is played. The player with only one or no chip has up to threethrows of the dice to get the best hand he can. The hand is exposed to the otherplayer, not concealed as before, and if the open throw occurs on the second roundhe may put aside dice and throw the remainder in his turn as before. The opposingplayer then throws the dice in the same way. Should he fail to beat the first player'shand he takes the last chip and loses the game. Should the first player lose thenhe takes a chip from the other player and plays on as before.

Bidou For Three Or More Players.When three or more are playing each player starts with six chips and none areplaced in the centre. The captain is decided as before with each player rolling a dieand the highest taking the captaincy. The winner of a round then becomes captainfor the next. Should all players pass then the player to the left of the captainbecomes the next captain.As before each player in turn rolls their dice in an effort to get the best possiblehand which they conceal from the others. If all the players have taken the samenumber of throws then the captain is unchanged. If not, the player who has takenthe fewest and is nearest in turn to the original captain becomes captain. Thebetting limit, however, is three chips and players may only raise by a maximum oftwo chips. As betting proceeds each player places their chips in the centre to forma pool.

 

The following procedures are used for betting when the situations described occur.A player who drops out without betting receives no penalty chips.The player who drops out of a round first, having previously bet one or more times,must take back from the pool the same amount he put in for that hand. Additionallyhe takes an equal amount for each player who is still betting on the hand, as wellas one extra chip as a penalty. Subsequent players who drop out take one chip asa penalty. If players left in the round have bet unequal amounts then the nextplayer calls or raises by the same number of chips left in the pool.When only two players are left with chips they play on as in two handed Bidou. Ifthere are more than nine chips between both players then each player discardsone whenever they bet and are not called, until there are a total of nine left.Should all the other players drop out after another player has raised, then the poolis taken by the raising player minus any penalty chips taken.

A player who passes after a bet has already been made drops out of the round.A player who has bet on a round discards a chip (even if it is their last one) if all theother players pass.

Page 16: A to Z of Dice Games

A player who has bet his last chip may stay in until the end of the round even if thebetting is continued by the other players.Should this player then lose, he takes back the chips that he bet as well as anequal number of chips from each of the other players who where still in at the endof the round. Any other chips left in the pool are taken back by the players who betthem. In the event of a tie, the player who has bet his last chip and stayed in untilthe end of the round, takes back all the chips that he has bet and each of the otherplayers take back all the chips they have bet except one. Any chips left in the poolare discarded and play continues without them.In the event of a tie each player still left in at the end of the round takes back onechip. Any chips left in the pool are discarded and play continues without them.

Variations:

Poor Fish is played in the same way as Bidou except that players expose their diceif they have all passed. The player with the highest ranking hand is known as thepoor fish and takes a chip from each of the others.

 

Montevideo is played using Bidou combinations but with the same bettingprinciples as the card game poker. Three or more players may take part. Eachplayer starts with six chips and the winner is the one who eventually takes them all.Players ante one chip into the pool before throwing the dice at the start of eachround. Betting then continues as in poker with players raising, calling, dropping outand with the player holding the highest ranking hand taking the pool.

When there are only two players left with chips the number they must ante into thepool is increased by one after each round, to a maximum of six. The same ruleapplies in a game of many players that has been reduced to three. Any player mayopen the betting by betting the pot. This means he stays in without putting chipsinto the pool. Any other player may call the pot in this event.

Boss DiceAlso known as Bull Dice.  Said to be the most popular dice game in SanFrancisco.  It's based on Poker dice hands with some omissions.  This game isplayed between two players who each play with five dice and a dice cup.

Play:Both players roll their five dice simultaneously.  The player with the highest rankingPoker hand on this first roll is Boss.  If no ranking Poker hand is rolled the round isvoid and players start again until a Poker hand is rolled.  The Boss then sets asidethe dice that make up his Poker hand and rolls the remainder keeping them hiddenby his dice cup.  He can now decide to continue with the round or call it off

Page 17: A to Z of Dice Games

depending on what he has rolled in his two rolls and what the other player hasrolled in one roll and on what they may get with their second throw. If he decides he is unlikely to win and not to continue he calls out "Pick them up!". In this case both players pick up their dice and start again and the round is void.  Ifhe decides he has a good chance of winning he calls "Come up!".  In this case theother player decides to either keep some of his dice and roll the others again or herolls all five again.After both players have had two rolls they show their dice and the highest Pokerhand wins that round.  If both players have the same ranking hand then the roundis void and players start again.  The winner of a game is the player who wins tworounds out of three.Boss Dice Poker hands in order of rank...1 Five of a Kind                                               Sixes ranking highest; 1s lowest.2 Four of a Kind                                               Sixes ranking highest; 1s lowest.3 Full House  (Three of a kind and a pair)     6, 6, 6, 1, 1 beats 5, 5, 5, 2, 2.4 Three of a Kind                                             Sixes ranking highest; 1s lowest.5 Two Pairs                                                      6, 6, 2, 2, 1 beats 5, 5, 3, 3, 26 One Pair                                                        Sixes ranking highest; 1s lowest.

Buck DiceThree dice are all that's needed and chips or money if you wish to gamble.

Play:To start the game the order of play is determined by each player throwing a diewith the highest throwing first.  The player with the lowest throw must roll a dieagain and the value thrown becomes the point number for the first game.

Each player takes turn to roll the dice and continues to throw them as long as theyroll the point number.  Once a player fails to roll the point number the dice pass tothe next player.  Players announce how many times they have rolled the pointnumber after each throw. Three point numbers in a single throw is known as a bigbuck or a general and a player who throws this automatically withdraws from thegame.  A throw of three of a kind other than the point number is known as a littlebuck and scores 5 points.  Once a player has reached a total of 15 (a buck orgame) they withdraw from the game.  Should a player's throw take them over atotal of 15 then the throw is void and he must roll again.  Play continues until oneplayer is left: the loser.

Variations:Another version of the game is played in which a player, with a total of 13, rolls withonly two dice and, with a total of 14, rolls with a single die.

This game can be played for stakes producing a winner not a loser.  Each playerputs one unit into the pot at the start of the game.  The first player then throws a

Page 18: A to Z of Dice Games

single die to establish the point number.  This first throw is known as a mulligan. The point number must be a 4, 5 or 6 and if they don't achieve this on the firstthrow they re-throw until they do and must additionally put a unit into the pot forevery throw after the mulligan that doesn't produce a point number.  They then playthe game as before, each player in turn, throwing and re-throwing the dice as longas they score.  Scoring differs from the previous description.  A point numberscores one point, but two point numbers in a throw scores a little buck (5 points). Three dice of any value other than the point number scores a little buck too.  Athrow of three point numbers (a big buck) wins the game automatically regardlessof the scores so far.  Additionally combinations of lower numbers that add up to thepoint number score a point.  So, for example, with a point number of 5 a throw of 1,2, 2 will score one point; 2, 3, 5 scores two points; 1, 4, 2 scores one point.

Any player who hasn't scored by the end of the game must add one unit to the potunless the game was won with a big buck.

BuncoAlso known as Bunko.  This game was said to have been developed in Chicagoduring prohibition.  It is a simple, fast moving game played with three dice for eachgroup of four players that requires both score sheets and tally sheets.  It has longbeen played by groups of players all across the USA who meet up for drinks andfood and a game of Bunco.  Teams play in leagues and members often hand onthe tradition to their children so continuing the practice.

The only skill in this game is to roll the dice as fast as possible and increase yourchances of scoring points.

Play:Players have a blank tally sheet to record their progressive scores as the dice arethrown and a score sheet to record their results after a game.  Score sheets aredrawn up with four sets of numbers from 1 to 6

Players sit in groups of four (often at seperate tables) with three dice.  The headgroup announce or ring a bell to start the round.  Players then roll the dice andcontinue rolling the dice until the head group signal they have scored a Bunco or21 points.  Other players may score higher and with Bunco's, but continue playuntil signalled.      A Bunco is a target three-of-a-kind and scores 21 points.      Any other three-of-a-kind scores 5 points.     Any other target number rolled scores 1 point.   Six games are played with the target numbers 1 to 6. 

Page 19: A to Z of Dice Games

Players use their tally sheets to record their ongoing scores for a game and arepartnered with the player opposite them.  So players score for both their rolls andtheir partner's. .Within their groups of four, players pass the dice to the next player once they fail toroll a scoring die or three-of-a-kind.  Just keep rolling and passing the dice around.Once the head group signal they have scored a Bunco or a total of 21 points theplayers with the highest total win and marks this on their score sheet. The winning group then take their positions up as the head group and all playerschange partners.Four rounds consisting of 6 games are played and the winner is the player with themost games won as marked on their score sheets.

Chase The AceYou need two dice and plenty of beer for this drinking game which is best  playedwith at least four players.Play:Players sit in a circle and two opposite players are given a die each.  Count tothree and then start rolling the dice.  Players then drink or pass the dice accordingto the numbers thrown.1 Pass the die to your left.2 Nothing.3 Nothing.4 Player to the thrower's left takes a drink.5 Player to the thrower's right takes a drink.6 Player who rolled it takes a drink.A player who receives both dice must drink all his beer in a go.  Players drinkimmediately once the dice are thrown and indicate to do so.

CentennialAlso known as Ohio and Martinetti.  This game is played with three dice andrequires a simple board consisting of a row of 12 numbered squares which can bedrawn on a piece of paper.  Players must record their positions on this board byusing either counters, initials, or distinguishable coins as markers.

     

Play:The aim of this game is to move from 1 on the board, up to 12, and then back to 1again, in sequence.  Each player in turn throws three dice and moves to square 1 if

Page 20: A to Z of Dice Games

the throw contains a 1.  To move to square 2 the throw must contain either a 2 ortwo 1s, and to move to square 3 the throw must contain either a 3, three 1s, or a 2and a 1, and so on.  The value of any single die, the sum of any two, and the sumof all three may be counted.A player can move more than one place in any single turn by using more than onecombination of dice values.  For example, if a player on their first throw rolls a 1, 2,and a 4, they may use the 1 to move to position 1 on the board; the 2 takes them toposition 2; the 2 and 1 together to position 3; the 4 to position 4; the 4 and 1 toposition 5; the 4 and 2 to position 6; and the sum of the 1, 2 and 4 takes them toposition 7.A player may also move if an opponent overlooks a number that they require.  Inthis case any other player, requiring the same number, may claim it, as long asthey do so as soon as the dice are passed on.The winner is the first player to make the round trip from position 1 to 12 and backto 1 again.

Variations:Additionally a player may be allowed an extra throw every time they are successfulin moving their marker.

ChicagoAlso known as Rotation.  This is a simple game of luck played with two dice.

Play:Eleven rounds are played in which each player in turn throws the dice andsuccessively tries to score all the possible totals of two dice - 2 to 12.  Playerseither announce their score after each turn or points are recorded on a scoresheet.   If a player throws a total of 2 on the first round they score 2 points.  If theythrow a total of 3 on the second round they score 3 points, and so on up to 12,scoring accordingly.  The player with the highest total score after all eleven roundswins the game.

Chuck-A-LuckAlso known as Bird Cage, Chuck Luck, Chucker Luck, Chuck, originally in Englandas Sweat Cloth and many other names.  This is a banking game related to GrandHazard.  The operator usually rolls the dice in a special chuck cage (an hour glassshaped wire cage that rotates) and provides a layout with the numbers 1 to 6 on itfor players to place their bets.

Page 21: A to Z of Dice Games

An old game known as Crown and Anchor was played by sailors in the British Navyand became popular with the Army during the First World War.  It is identical toChuck-A-Luck in every way other than it is played with dice that are marked withsymbols (a heart, a diamond, a spade, a club, a crown and an anchor) not spots. Crown and Anchor was also very popular in Australia and some believe that this iswhere the game originated.

Play:Players bet on any number from 1 to 6.  The operator rolls the dice and pays outaccording to the numbers thrown and keeps all other stakes.  Some operators orgambling establishments only allow one bettor per number and spread the betsout.

If a player's number comes up on one die they are paid at odds of 1 to 1 (evens).

If a player's number comes up on two dice they are paid at odds of 2 to 1.

If a player's number comes up on all three dice they are paid at odds of 3 to 1.

This game is so simple yet the odds are so deceiving.  An operator has the odds inhis favour and will consistently make money.  With three dice the odds of anynumber coming up are 50 - 50 which pays (correctly) even money.  The trick is indoubles and triples which are what the operator wants as much as the suckers whoplay.  Work out how much you would win and lose if you bet an equal amount onevery number and a double or triple came up.  A double would occur 90 out of 216(6 x 6 x 6) rolls and a triple would occur 6.  The overall house edge is 7.8703%.

Page 22: A to Z of Dice Games

Coin-Die GameA hustlers' game played with one die, a coin, and stakes.

Play:

Players flip a coin and then roll the die.  If the coin comes up heads the player winsand receives twice the number of units shown on the die.  If the coin comes up tailsthe operator wins and is paid four units plus an equal number of units as shown onthe die.

The odds are in the operators favour by 3.448%.  If we assume that heads andtails occur an equal number of times and so do the die values, the payoffs are asfollows.

CockfightingKnown as Ta Ki  in Chinese.  A Chinese gambling game played with six dice andstakes.

Play:A player is designated banker.  Other players then place their stakes down up toan agreed limit.  The banker then throws the six dice.  There are winning, losingand neutral combinations.  The banker collects and pays out accordingly.

Winning combinations for the banker are... Players pay at odds...

Six-of-a-kind 7 to 1Five-of-a-kind 7 to 14, 4, 5, 5, 6, 6 7 to 1Four-of-a-kind with the remaining two diceadding up to one of the four values. e.g. 3,3,3, 3, 2, 1.

 

1, 2, 3, 4, 5, 6 3 to 1

Page 23: A to Z of Dice Games

Three-of-a-kind with the remaining threedice totalling 5 or 14 and above. 1 to 1

Losing combinations for the bankerare...Bankerpays atodds...

1, 1, 2, 2, 3, 3 7 to 1

Three-of-a-kind with remaining three dicetotalling 4 or 6 or 7.

i to 1

Odds are increased for 4s and 6s.  For example the following combinations payand lose at the following odds...5, 5, 5, 5, 5, 4     7 to 1  +  1 to 1 = 8 to 16, 6, 6, 6, 5, 1     7 to 1  +  4 to 1 = 11 to 14, 4, 4, 3, 5, 6     1 to 1  +  3 to 1 = 4 to 1

CragSimilar to the game of Yacht but faster, played with only three dice, and withdiffering scoring categories.  A score sheet is needed to record player's scores.

Play:

Crag Score Sheet

Page 24: A to Z of Dice Games

Each player in turn tries to score the highest possible amount for each of thethirteen categories on the score sheet.  In each turn players throw the three diceand may then throw any or all of them again in an attempt to improve their scorefor one of the categories.  They do not have to use two throws and may settle ontheir first.  Players must fill in a score for a category after each turn but once it isused they may not change it. If a player has used a category and throws dice thatare only suitable for it, they must enter a score of nought for one of the unusedcategories left on the score sheet.  In this case try to choose a low scoring entry tofill in.  For example 1s. Categories may be filled in any order.

1 Ones Scores 1 point for each 1

2 Twos Scores 2 points for each 23 Threes Scores 3 points for each 3

4 Fours Scores 4 points for each 4

5 Fives Scores 5 points for each 56 Sixes Scores 6 points for each 6

7 Odd Straight - 1, 3, 5 Scores 20 points

8 Even Straight - 2, 4, 6 Scores 20 points9 Low Straight -1, 2, 3 Scores 20 points

10

High Straight - 4, 5, 6 Scores 20 points

11

Three of a kind - All dice showing the same value Scores 25 points

12

Thirteen - Total of 13 but without a double - 3,4,6 or2,5,6

Scores 26 points

13

Crag - Total of 13 with a double - 1,6,6 or 3,5,5 or  5,4,4 Scores 50 points

After each player has had thirteen turns and all the categories on the score sheethave been filled, the scores are totalled, and the player with the highest wins thegame.

Craps SimplifiedIn this game a player simply wins if he throws 2, 3, 4, 10, 11 or 12 and loses if herolls 5, 6, 7, 8 or 9.  The players disadvantage in the number of winningcombinations is repaid in the payoffs which are...        Total         Payoffn 2              3 to 1n 3 or 4      1 to 1 (evens)n 10 or 11  2 to 1n 12            5 to 1

Page 25: A to Z of Dice Games

The player is still at a disadvantage with the overall house edge at 2.8%. Operatorsnot satisfied with their edge sometimes change the odds on a total of 12 to a moremodest 3 to 1. New York mob games were known to pay even money on totals of10, and 4 to 1 on a total of 12.

Craps High PointIn this version of Craps an initial roll of 2 or 3 is ignored and the player must rollagain until another total is made. A roll of 11 or 12 wins automatically. Pay-offs areeven money. Any other total becomes the point and the player rolls again and mustthrow a total higher than the point to win. The House edge on this game is 2.35%.

CubileteA very popular, old, unique and traditional Cuban game played with a set of fivePoker dice by children and adults alike.  When played as a drinking game thelosers buy the winners drinks.  Strategy is knowing what to roll for by judging whatprevious players have rolled.

Play:Order of play is determined by each player rolling a single die with the highestrolling first and then with subsequent play passing to the left.

Each player takes it in turn to roll the dice.  In each turn players have up to threerolls, setting aside any dice they want for their final hand. The object is to roll ahand of five-of-a-kind.  All other hands are meaningless.  Aces are wild and can bematched to any other value. A number of rounds are played and the winner of agame is the first to score a total of 10 points (patas).

Only the winner of a round scores any points and must have five-of-a-kind.  If noplayer has scored with five Kings (Carabinas) then the last player to throw the dicerolls first in the next round.  A player who throws five Kings (with or without Aces)wins the round or game outright and rolls first in the next round or game.

Hands of five-of-a-kind are ranked and named as below.

Five Aces (Carabina de Aces).  Scores 10 points.Five Kings with no wild Aces (Carabina de Kings Naturales).  Scores 5 points.Five Kings including wild Aces (Carabina de Kings No Naturales).  Scores 2 points.Five Queens (aka Cabangas) including wild Aces.  Scores 1 point.Five Jacks (Javas) including wild Aces.  Scores 1 point.Five Tens (Gallegos) including wild Aces.  Scores 1 point.Five Nines (Negros) including wild Aces.  Scores 1 point.

Page 26: A to Z of Dice Games

DudoCommercially known as Perudo and sometimes called Peruvian Liar Dice.  Thisgame is said to have been taught to the Spanish conquistadors, by the Incas, inthe 16th century.  A game of guessing and bluff for any number of players who willeach need five dice and ideally a throwing cup to conceal them.

Play:Simultaneously, all the players roll the dice, keeping them covered so no one elsecan see what they have thrown.  Each player takes a look at their dice.  The firstplayer then guesses how many, of all the player's dice, show a certain value andannounces it.  The next player announces their guess, which must be either ahigher number of dice showing the same value, or the same or higher number ofdice showing a greater value.  For example the first player announces that thereare seven 2s.  The next player must announce a call of at least eight 2s or seven3s.  Players declare their estimates in turn until some one decides that a guess istoo improbable or just plain impossible and challenges it by saying 'Dudo!' ('Dudo'means 'I doubt it!' in Spanish).  As soon as a challenge is made everyone revealstheir dice. If the challenge is correct and there are less dice than called, then theplayer who made the call loses a die.  If the challenge was wrong and there are anequal or greater number of dice called, then the challenger loses a die.  This endsthe round and the player who lost a die starts the next one.However, a player's estimate of how many dice of a certain value there are iscomplicated by the fact that 1s (Aces) are wild and represent any number.  Once achallenge has been made all the dice showing the value declared and all the 1sare counted.  So if the last call was seven 3s and a challenge is made revealingfour 3s and three 1s the challenger loses.  The first player may not call 1s butsubsequent players may.  Because 1s are wild, and the chances of a call of anyother number winning are doubled, a player who calls 1s only has half the odds ofbeing correct and so must reduce their call by half of the previous call of any othervalue.  So if a call of seven 2s is made then the next call may be of four 1s (whenhalving an odd number of dice you must round up).  1s have no set value so aplayer may announce a call of 1s at any time even though this initially seems to bea call of a lower value.  Once a player has announced a call of 1s the next player'scall must be of either a greater number of 1s or greater than double the number ofany other value.  So if four 1s are called the next call must be of at least five 1s ornine of any other value.Once a player is reduced to a single die they are said to be palifico and a roundwith slightly different rules is played.  The palafico player starts this round in which1s are no longer wild and may start with a call of 1s if he wishes.  Subsequentplayer's calls must be of a greater number of dice of the same value.  So the valuedoesn't change during the round.  For example if the palafico player calls five 4sthe next player must call at least six 4s and the next at least seven 4s.  Each playeris only palafico once in a game.  The palafico round is not played when the game isreduced to two players.

Page 27: A to Z of Dice Games

Once a player has lost their last die he leaves the game and the player to the leftstarts the next round.  The last player left with a die is the winner.

Drop DeadA good game requiring five dice and a score sheet.

Play:Each player in turn rolls the five dice and scores when none of the dice thrownshow a 2 or a 5.  If a 2 or a 5 are not thrown the player scores the total of thenumbers rolled.  If a 2 or 5 is thrown they score nothing and put to one side all thedice showing a 2 or 5.  These dice are dead and the player continues rollingwithout them, putting to one side any dice showing a 2 or a 5 and scoring whenneither are thrown, until all the dice are eliminated. Once the final die has turned up as a 2 or 5 the player is said to have droppeddead and it is the next player's turn.  A running tally of a player's score is kept andthe player with the highest score after every player has had a turn wins the game.

EverestAlso known as Matterhorn.  This is similar to the game of Centennial but with adifference:  Positions in the sequence do not have to be scored in order.  Threedice are used and each player will need a pen and paper with two rows of squaresnumbered from 1 to 12 and 12 to 1 drawn up.

        

Page 28: A to Z of Dice Games

Play:

Each player in turn throws three dice and crosses off any values, drawn up on theirpaper, using either row and in any order they wish according to the values thrown. A player may use combinations of dice values or the value of a single die but eachnumber rolled may only be used once.  For example if a player has rolled 2, 3, 5they may cross off any of the following sets of numbers on their paper.

u (A) 2, 3, 5u (B) 5, 5 (2 + 3 and 5)u (C) 2, 8 (2 and 5 + 3)u (D) 3, 7 (3 and 2 + 5)u (E) 10 (2 + 3 + 5)

The player who crosses off all twenty-four numbers first wins.

FiftyThis is a simple, fast moving game played with two dice that requires a scoresheet.

Play:Each player, in turn, throws the dice and scores points whenever a double isthrown. Double-6 scores 25 points. A double-3 cancels out a player's score andputs them back to zero. Any double other than a 3 or 6 scores 5 points. Scores arerecorded and the first player to obtain a total score of fifty points wins the game.

Five RollsPlayed by bar room hustlers with one die and for stakes.

Play:A player rolls the die five times.  If they roll an even number at least three timesthey win.  If less than three even numbers are rolled they lose.  A winner is paid atodds of 3 to 2. Many people miss the fact that the correct odds are evens (1 to 1).  A hustler willtry to shoot (throw the die) as often as he can, changing the stakes to a lower valuewhen he isn't shooting, knowing that in the long run the odds will work in his favour.

Page 29: A to Z of Dice Games

Forty-OneA simple game played with six dice for stakes or chips.

Play:Every player begins by putting a unit of stakes or chips into a pot.  Then eachplayer in turn rolls the dice six times.  After each roll one die must be put aside. Players must roll and set aside a 4 and a 1 to qualify to enter a score.  A score isthe total of the remaining four dice.  If a 4 and 1 are not rolled the player scoresnothing and must ante one unit to the pot. 

The player with the highest score at the end of a round wins the pot.  If a playerscores the highest possible score - 24 (4x6) - then all the other players double theirstakes in the pot.  If two or more players have the equally high score then anotherround is played by all the players to decide the game.

Play continues until players elect to end the game. 

Four Twenty-OneA simple game played with three dice.  A popular game in Europe where you canbuy special porcelain boxes, marked with the dice numbers 4-2-1, and containingthree dice.

Play:

The first player has two rolls of the dice to settle on a hand.  If the first player onlyuses one roll then subsequent players are only allowed one roll too.  Then eachplayer in turn throws the three dice and tries for a higher ranked hand.   The playerwith the highest ranked hand at the end of a round scores a point.  Usually tenrounds are played in a game and the winner is the player with the highest score. 

Hands rank as follows...

4, 2, 1 (Scores double on first throw.)

Triples: 6, 6, 6 ranks highest; 1, 1, 1 ranks lowest.

Any pair plus backer: 6, 6, 5 ranks highest; 1, 1, 2 ranks lowest.

Unmatched: 4, 5, 6 ranks highest; 1, 2, 3 ranks lowest.

Page 30: A to Z of Dice Games

Going to BostonAlso known as Yankee Grab and Newmarket.  This is a fast and easy game whichis best played with four or more players and stakes.  Three dice are required.

Play:Each player in turn has three throws of the dice.  On the first throw the highestnumber is put to one side.  If two or more dice show the highest number only one iskept.  The remaining two dice are thrown again and the highest is put aside oncemore.  The final die is rolled and the total of all three is the player's score.  Theplayer with the highest score, after each player has had a turn, wins that round.  Aset number of rounds are played and the player who takes the most is the overallwinner.

Variations:Sometimes called Multiplication, another version is played by scoring the sum ofthe first two dice multiplied by the third instead of the total of all three.

Dice GolfA dice version of the Scottish club and ball game, but you can play this at homewith just three dice and a score sheet.

Play:Each player in turn rolls three dice and continues to throw them until a double isthrown.  Each throw that doesn't contain a double counts as a stroke.  The throwthat contains a double counts as the hole.  The number of strokes and the throwthat contained the double are counted and noted down for each player.  18 roundsare played representing the 18 holes of a golf course and the player with the lowesttotal of throws at the end of the game wins.

Grand HazardThis is no relation to the old British game of Hazard although this game is oftenreferred to as simply Hazard and not by its more correct title Grand Hazard.  It is abanking game from the Wild West frontier which may still be found in casinos as aside game.  The operator provides a layout that shows the pay-off system and rollsthe dice, either from a cup or with a special hazard chute.  Three dice are used.

Play:Players simply place their bets on the outcome of the three dice that are rolled bythe House.  Pay-offs are usually 'for' rather than 'to' which means the bank keepsthe stake bet by the player and 30 for 1 would be more properly expressed as 29 to

Page 31: A to Z of Dice Games

1.  Note that the high, low, odd and even bets do not pay if made as three of a kindand it is this that gives the House the edge on these bets.  Three of a kind is knownas a raffle.

The six dice faces at the top of the table pay like the game of Chuck-a-Luck.  A betplaced on one of the six dice faces pays evens (1 to 1) if one die shows thespecified value.  It pays 2 to 1 if two dice show the specified value and 3 to 1 if allthree dice show the specified value.

The numbers around the edge of the layout pay if the dice total the specified value.

High bets pay if the dice total 11 or more and Low bets pay if the dice total 10 orless. Remember High and Low don't pay with raffles - three-of-a-kind.

The dice values, payoffs and House edge are as follows.

Page 32: A to Z of Dice Games
Page 33: A to Z of Dice Games

Grasping EightSometimes known by its original Chinese name P'at Chá.  This is a simple Chinesegambling game played with eight dice, a layout and stakes.         

                                  

Play:A player is designated as banker.  The other players place their stakes on anumber on the layout.  One of the players then rolls the eight dice.The banker pays out 8 times the stake on any number with 3 dice of the samevalue.The banker pays out 16 times the stake of any number with 6 dice of the samevalue.The banker collects all the other stakes on the remaining numbers.

HazardThis is an ancient English gambling game that was allegedly first played by thecrusaders while laying siege to an Arabian castle called Hazart or Asart, in the 12thcentury.  It became hugely popular during the 17th and 18th centuries.  Then it wasplayed all over Europe and was later exported to the Americas where it developedinto Craps.  It is played with two dice and stakes.

Play:The first player, known as the caster, starts the game by placing his stake in thecentre of the playing area.  The other players who wish to bet place their stakes inthe centre and the caster accepts the bets by knocking.Once the bets have been made the caster throws the dice to establish a mainpoint.  This must be a total of 5, 6, 7, 8, or 9 and, if he fails to roll one of thesetotals, he continues throwing until he does.Once the main point is established the caster throws the dice again to establish achance point which must be a total of 4, 5, 6, 7, 8, 9 or 10.  If on the chance pointthrow they roll an out they lose.  An out is a total of 2 or 3, known as a crab, or atotal of 12 with a main point number of 5, 6, 8, or 9.  The caster wins, if whenthrowing for the chance point, he rolls a nick.  A nick is a total of 11 when the mainpoint is 7, a total of 12 with a main point of 6 or 8, or a throw of the main point itself.

Page 34: A to Z of Dice Games

If a chance point is established he continues rolling until he either throws thechance point again and wins or until he throws the main point again and loses.If the caster wins then they take all the stakes in the centre.  If he loses then eachof the players take their stake back with an equal amount of the caster's.

Heaven and NineCalled Chak T'in Kau in Chinese.  A simple Chinese gambling game played withtwo dice and stakes.  Best played with four or more players.

Play:Each player holds the bank in turn.  The banker sets a limit for players' bets andthe other players place their wager in front of themselves.  Once the banker hascovered the bets the game begins.The banker throws the two dice.  The 21 possible hands are divided into twocategories; Civil or Military, and rank as listed below.

The banker automatically wins all bets if he throws Heaven or Nines.The banker automatically loses all bets if he throws Red Mallet Six or Final Three.If the banker throws any other combination then each player in turn settles the betby throwing the dice.  A player's throw doesn't count unless it is in the same suit asthe bankers and they must continue to throw the dice until it is.  Players win theirbet if they throw a higher ranking combination and lose if they throw a lowerranking one.  In the case of a tie neither the player or banker win and their stakesare withdrawn.The banker maintains his position until a round is completed in which he has lost abet.  The player to his left then becomes the new banker.

Page 35: A to Z of Dice Games

Help Your NeighbourA very old and fast moving dice game for two to six players.  Best played with six. Three dice and at least ten counters per player are all that's needed.

Play:Each player is assigned a number from 1 to 6, representing the numbers on a die. If only five are playing the 6 is ignored.  If only four are playing both the 5 and 6 areignored.  With three players, each is given two numbers and with two players, eachis given three numbers. Each player in turn rolls the three dice.  If any player's number comes up in a throwthey must put a counter in the pot.  For example if the first player rolls 5, 5, 3 thenthe player assigned the number 5 puts in two counters and the player assigned the3 one counter.  The first player to put all his counters in wins and takes the pot.  Aset number of rounds are played with each player taking it in turn to be the firstthrower.

High DiceAlso known as Two Dice Klondike, Bingo and Beat the Bank.  This is the simplestof all dice games which is played with two dice against a banker and is only reallyinteresting when played for stakes.

Play:

The banker throws the dice and the scores the total of the two numbers thrown. Subsequent players roll the dice and have to score a higher total to win.  In thecase of an equally high score the banker wins.

Variations:

Sometimes known as High Point, High Dice can be played with any number of dice(usually one, two or three).  The more dice used the worse the operators edge onthe game.  For a fair game equally high scores are void and players must throwagain.

High Point CrapsIn this version of Craps an initial roll of 2 or 3 is ignored and the player must rollagain until another total is made. A roll of 11 or 12 wins automatically. Pay-offs areeven money. Any other total becomes the point and the player rolls again and mustthrow a total higher than the point to win. The House edge on this game is 2.35%.

Page 36: A to Z of Dice Games

HooliganThis game, often played in bars, is played with five dice and requires a scoresheet.

Play:Hooligan Score Sheet

Seven rounds are played with each player throwing the dice in turn.  In each turn a playerhas three throws of the dice.  After their first throw a player may declare which categorythey are throwing for.  If they don't declare the category they must roll all five dice again intheir second throw. Once a category has been declared they put aside the dice they wish to use and roll theremaining ones in their subsequent throw(s).  Any further dice thrown for that categorywould also be put aside. Players score points after their third and final throw by multiplying their category number(1 through to 6) by the number of dice that show this number, or by scoring 20 points for aHooligan.  A Hooligan is a straight; either 1, 2, 3, 4, 5 or 2, 3, 4, 5, 6.  Should a player rollfive dice showing their category number before their final throw, they score with them androll all five dice again and continue to score for any more dice that subsequently show theirnumber.

JackpotA gambling game that requires two dice, chips or stakes and a layout drawn upwith the numbers 3 to11 on it.

Play:Players throw the dice in turn.  After each throw they place a chip on thecorresponding number on the layout.  For example if he throws a total of 7 heplaces a chip on the area of the layout marked 7.  Once a number on the layout

Page 37: A to Z of Dice Games

has at least three chips on it the next player to roll that number collects them.  If aplayer rolls a double-1 they place a chip on all the numbers on the layout.  If aplayer rolls a double-6 (the jackpot) they collect all the chips on the layout.  Playcontinues for a pre-determined time or until it is agreed to end the game.

KlondikeSometimes known as Counter Klondike if played on a shop counter and CasinoKlondike when played in a casino.  This is a gambling game played in cheapcasinos in frontier America using five dice.  The combinations or hands used aresimilar to Poker or Indian Dice but with some omissions.

Play:A banker rolls the dice first and players then roll the dice in turn trying to beat thecombination first thrown.   Only one throw is allowed. Numbers rank high to low as1, 6, 5, 4, 3, 2.  Any die not used in a combination is ignored.  If a player rolls acombination equal to the banker's the banker wins.  The payoffs are made by thebanker at even odds. i.e. players get their stake back with an equal amount. Winning combinations in descending order are as follows.

u Five of a kindu Four of a kindu Full House (Three of a kind and a pair)u Three of a kindu Two pairsu One pair

Variations:The casino version is played using ten dice and a table with a layout.  Players beton sections of the layout marked 'win' , 'lose', or 'beat two aces'.  The banker rollsfive of the dice and sets them aside.  Players take it in turn to roll the other five andtry to beat the banker.  A player who bets on 'win' must throw a combination higherthan the bankers.  A player who bets on 'lose' must throw a combination lower thanthe bankers.  All ties with the house lose for the bettor and win for the banker.  Aplayer who bets on 'beat two aces' must throw at least two pairs.Because all ties win for the house the house has the edge on 'win' or 'lose' bets at5.194%.  The house edge on 'beat two aces' is 11.111%.

Page 38: A to Z of Dice Games

Liar DiceAlso known as Doubting Dice. A game of bluff and counter-bluff usually played witha set of five poker dice, but as in Poker Dice a standard set may be used just aseasily. Players are required to keep their dice concealed from other players so athrowing cup is recommended. Poker hands are used and rank as in Poker Dice.

Play:

Order of play is determined by each player throwing the five dice with the highestranking Poker hand throwing first and the next highest second and so on. The firstplayer rolls the dice, keeping them covered so the others can't see what's beenthrown, and then announces their poker hand. The hand announced may in fact bethe actual hand rolled or it can be a complete lie. If it's a lie it may be either ahigher or lower ranking hand than the actual one on the concealed dice. The nextplayer may either accept the hand called or challenge it.

If a challenge is made then the dice are revealed. If the challenger was right andthe dice show a hand ranking lower than the hand declared by the last player thenthe challenged player puts a counter into the pot. If the challenger was wrong andthe hand revealed is equal or higher to the one announced then the challengerputs a counter into the pot.

If the next player does not challenge the announced hand then the dice are passedto them without being revealed to any one else. He takes a look at them and maythrow any of them again but must declare without lying how many are being rolled.He must then announce a hand ranking higher than the previous one.

Play passes to the subsequent players, each announcing a higher ranked hand,until a challenge is made. Once a challenge is made a player loses a counter andthe challenger starts the next round. Players are out of the game when they losetheir last counter. The last player left with a counter wins.

Variations:

Another version allows players three throws of the dice before they have to declaretheir hand. After each roll they may put aside any dice they wish to keep for theirhand, rolling the remainder.

 

Page 39: A to Z of Dice Games

One-O-FiveA simple, fast moving children's game played with five dice each.

Play:Each player in turn rolls their dice and sets aside those showing their targetnumber.  The objective is to roll and set aside all five dice before moving onto theirnext target number.  Target numbers are 1s up to 6s.  Once all five dice show theplayer's target number they roll all five dice again, aiming for and setting aside thenext number in the sequence.  The winner is the player who rolls all six sets of fiveidentical numbers (up to 6s).

ParThis game is for any number of players but is best played with six or seven.  Fivedice are needed and counters or chips.

Play:Order of play is determined by each player throwing five dice with the highestranking Poker or Indian Dice hand throwing first and the next highest second andso on.

Each player in turn rolls the five dice and tries to score a total of 24.  If they fail tomake 24 they may continue to roll the dice but must leave one of them on the tableafter each throw.

If they score a total of exactly 24 then they do not lose any counters but they do notgain any either.

If they score a total less than 24 they must give each of the other players thedifference between their score and 24.  For example if their score is 22 they pay 2counters to each player.

If they score a total greater than 24 then the difference between their score and 24becomes their point number.  They then throw all five dice again and collect thesame number of counters as their point number for all the dice showing their pointnumber from each of the other players.  For example if their point is 3 and theyhave thrown two 3s they collect 6 counters from each player (2 x 3).

The winner is the player who eventually takes all the chips.

Page 40: A to Z of Dice Games

PassageA simple game played with two dice by any number of players.

Play:Each player rolls a die with the highest throwing first in the game and the lowest"setting the point".  The player with the lowest roll, throws a die again and thenumber rolled becomes the point number.Each player in turn rolls the dice and scores one for every occurrence of the pointnumber.  The first player to reach 11 points wins the game.

Variation:A player who rolls a double point number scores 3 points instead of 2.

Pursuing SheepKnown in Chinese as Kon Mín Yéung.  A Chinese gambling game played either forsmall stakes or usually something to eat.  This game is generally ignored byprofessional gamblers.  Played with six dice.A throw of three 4s is known as wong p'ang fúi and relates to an old Chinesestory.    The story goes that a girl and boy were betrothed to be married by theirparents.  But the father died leaving the family in poverty.  The girl's brother soldher into prostitution.  She resented this and let it be known she would only yieldherself to the man who could roll three 4s with the dice.  Wong p'ang fúi, the girl'strue love, who had by now reached the rank kái ún, senior wrangler, at theprovince's examinations, presented himself to her.  And so she switched the dicefor a set that were loaded.  He threw three 4s, she disclosed herself, and they weremarried.

Play:Players first put up an agreed stake.  Each player in turn throws the dice until theyroll three-of-a-kind.  Dice combinations rank as below.6, 6, 6, 6, 6, 6 (Known as tái min yéung or "large sheep")5, 5, 5, 5, 5, 5 (Any six-of-a-kind is known as min yéung kung or "rams")4, 4, 4, 4, 4, 4                  "                        "3, 3, 3, 3, 3, 3                  "                        "2, 2, 2, 2, 2, 2                  "                        "1, 1, 1, 1, 1, 1                  "                        "#, #, #, 6, 6, 5 (Three-of-a-kind and 6, 6, 5 is known as min yéung ná or "ewes")#, #, #, n1, n2, n3 (Rank as three-of-a-kind and the total of the remaining threedice.)Any six-of-a-kind wins all stakes without further play. When a player rolls any three-of-a-kind the subsequent player rolls and wins the previous player's stake if hishand is ranked higher and loses his stake to him if lower.

Page 41: A to Z of Dice Games

PigA simple game, played with one die, which requires a score sheet.

Specially marked dice, called death dice, are available for this game.  They aremarked in the same way as standard dice except that the 1 spot is replaced with askull.

Play:Each player in turn throws the die and continues to throw the die until either a 1 isthrown or they decide to stop.  If a 1 is thrown they score nothing for that turn.  Ifthey elect to stop before a 1 is thrown they score the total of the numbers thrown inthat turn.  The scores are noted for each turn and the player who obtains a totalscore over 100, wins the game provided they are not then out scored by a playerwho has thrown one fewer rolls.

Variations:You can play Pig with two dice.  A 1 thrown with either die means a player scoresnothing and ends their turn.  A double 1 ends a players turn but scores 25 pointsregardless of what they may have accumulated with the previous throws of thatturn.  Any other double, doubles the score for that throw.  For example - double 6,totalling 12, scores 24 points.

Poker DiceThis is a dice version of the card game of the same name.  It is usually played witha special set of five poker dice, each has the playing cards Ace, King, Queen,Jack, 10 and 9 printed on its six faces, but it can just as easily be played with a setof five standard dice.

Play:

The aim is to build the best possible poker hand (Hands are ranked as below). Each player in turn has up to three throws of the dice.  After each throw they putaside any dice they wish to use for their hand, rolling the remainder.  Players maystop after the first or second throw if they wish.  The player with the highest rankinghand, after everyone has had a turn, wins.

Poker hands, ranked high to low.

1 Five of a Kind                                               Aces ranking highest; 9s lowest.2 Four of a Kind                                               Aces ranking highest; 9s lowest.3 Full House      Three of a kind and a pair.  A, A, A, 9, 9 beats K, K, K, 10, 10.

Page 42: A to Z of Dice Games

4 Straight           Five consecutive values.     A, K, Q, J, 10 beats K, Q, J, 10, 9.5 Three of a Kind                                             Aces ranking highest; 9s lowest.6 Two Pairs                                                      A, A, 10, 10, 9 beats K, K, Q, Q, 107 One Pair                                                        Aces ranking highest; 9s lowest.8 Highest Die Ranking according to highest backers.    A, K, J, 10, 9. beats A, Q,J, 10, 9.

Variations:

You could use standard dice by simply playing 6, 5, 4, 3, 2 ,1 corresponding to A,K, Q, J, 10, 9.

A standard dice version is sometimes called Indian Dice.  In Indian Dice the 1corresponds to an Ace and is ranked high, or in yet other versions 1s are wild, inwhich case they count as any value.

Other versions of both Poker and Indian Dice allow subsequent players only asmany throws of the dice as the first.

QualifyThis is a banking game played with five dice that requires stakes.

Play:

The banker covers each stake the other players put up, to an agreed limit.  Eachplayer in turn has five throws, putting the highest die to one side after each roll andthrowing with the remainder.  After the last throw, with the last die, the five dice putaside are totalled. If the total is 25 or more then the player wins and takes his stakeback with an equal amount of the banker's.  If the total is 24 or less the bankercollects the players stake.

Variations:

A more social game, sometimes called High Dice, can be played with out abanker.  Each player throws the dice and must put aside one (or more if they wish)after each roll and throw the remainder again.  The winner is the player with thehighest total once every one has had a turn, who then takes the stakes.

Page 43: A to Z of Dice Games

Round the ClockA simple game of luck played with two dice.

Play:The aim of this game is to roll in sequence 1 up to 12.  Each player, in turn, rollsthe dice and increments their position in the sequence if they are successful inrolling the number they require.  For numbers up to 6 either die or the total of bothmay be counted.  For example if a player requires a 5 they will succeed if eitherdice shows a 5 or if together they show 3 and 2, or a 4 and 1.  For numbers above6 the total of both dice is needed.  The player who reaches 12 first wins.

ScumbagYou need two dice and plenty of beer for this drinking game which is best  playedwith at least four players.

Play:The first player has up to three rolls of the two dice and scores by making a twodigit number from the highest and lowest dice value on the last throw.  Subsequentplayers then have as many throws of the dice as the first player to score greater. The player with the lowest ranking score at the end of a round must then drink aglass of beer.  If a player rolls a 3 and 2 they immediately drink their beer.  Ifanyone rolls a 2 and 1 then the losing player drinks a double.  The player whodrinks last then has first roll of the dice for the next round.Double 1 ranks higher than a double 6.  Doubles rank higher than two differingnumbers.1166554433226564636261545352514342

Page 44: A to Z of Dice Games

41323121

SequencesAlso known as Straight Shooter.  This game is played with six dice.  This isessentially a standard dice version of an old game called Hearts or Hearts Duewhich is played with special dice that have the letters H, E, A, R, T and S printedon the die's faces instead of spots.Play:

Each player in turn rolls the six dice and scores points for any sequence ofconsecutive numbers thrown beginning with 1.  In the event of two or more of thesame number being rolled only one counts.  However a throw that contains three1s cancels out a player's score and they must start from zero again.  A total ofscores is kept and the first player to reach 100 points wins.

1   5 points1, 2 10 points1, 2, 3 15 points1, 2, 3, 4 20 points1, 2, 3, 4, 5 25 points1, 2, 3, 4, 5, 6 35 points1, 1, 1 Cancels player's score

Variations:Some versions score 30 points, rather than 35, for a sequence of six.

Yet another version is played without the triple 1 rule and with two additionalscoring combinations of five 6s scoring 35 points and six 6s scoring 70 points.

SevensThe number seven has always been considered special and lucky, but in this gamea seven is bad not good.  Six dice are required.

Play:Each player in turn rolls six dice and removes any combination of numbers thrownthat add up to seven.  The aim is to score the highest possible total by addingtogether the numbers shown on the remaining dice.  The first player may take as

Page 45: A to Z of Dice Games

many as three throws but may stop on the first or second.  The following playersmay only take as many throws as the first.For example the first player rolls 5, 2, 1, 1, 1, 2.  The 5 and a 2 are removed andthe player may decide to score with the remaining dice (1 + 1 + 1 + 2 = 5), butdecides to roll the remaining 4 dice and try and score higher.  The second throwyields 6, 1, 6, 6. The 6 and 1 are removed and the player scores 12 with theremaining two 6s.  He could throw a third time but can't score higher than 12 withthe remaining two dice and elects to end his turn.  The other players then have twothrows in their turn to score higher than 12.

Sevens OutA simple game of luck which requires two dice and a score sheet.

Play:Each player takes it in turn to throw the dice.  They roll and continue to roll the diceuntil they throw a 7.  They score the sum of all the numbers thrown before the 7. Players announce there tally after every throw and once they have thrown a 7 theirscore is noted on the score sheet.  Doubles score double the value.  For example:4,4 making 8, scores 16. The player who scores a pre-arranged total of say, 500 or1000, is the winner.

Ship, Captain, Mate, and CrewAlso known as Battleship, Mariner, Destroyer and sometimes just Ship. Sometimes played in bars for drinks.  Five dice are used.

Play:Each player takes it in turn throwing the dice. In each turn a player has threethrows of the dice and tries to roll and put to one side a 6 (the ship), a 5 (thecaptain), and 4 (the mate).  The 6, 5, and 4 may not be rolled out of order so if thefirst throw contains a 6 and 4, but not a 5, only the 6 is put aside and the rest of thedice, including the 4, are rolled again.  If a player fails to throw the 6, 5, and 4 aftertheir three throws they score nothing.  If after three throws a player has put asidethe ship, captain and mate the remaining two dice (the crew) are totalled to formthe players score.  If all three in the sequence are rolled before the third and finalthrow then the remaining two dice (the crew) are rolled in the remaining turn(s) toimprove the total of the players score.

The player with the highest crew total wins. In the case of an equally high total allplayers must play the round again.

Page 46: A to Z of Dice Games

Shut the BoxThis traditional dice game, played in the North of France, requires two dice and,usually, a special wooden box.  The box has a tray for rolling the dice in, and a rowof numbers, from 1 to 9, with sliding covers which are used to conceal the digits. You can play without the box by drawing up a row of numbered squares on a pieceof paper and using coins or counters to cover them as necessary.

                    

Play:Each player takes it in turn to throw the dice as many times as they can and try andcover as many numbers as possible.  They cover the numbers by adding the dicevalues thrown to form a total and then choosing numbers to cover that add up tothe same amount. 

For example if a player has thrown a total of 8, they may cover either the 1 and 7; 2and 6; 3 and 5; 1, 2 and 5; or the 8.  They continue to throw the dice and covernumbers that are exposed until they fail to cover a combination that is equal to thedice total. A player has the option of throwing a single die once the 7, 8 and 9 arecovered. 

A player's score is the total of the numbers still exposed at the end of their turn. The player with the lowest score after each player has had their turn is the winner.

Variations:There are boxes available with 10, 11 or 12 numbers.

Page 47: A to Z of Dice Games

Sic-BoThis is an allegedly ancient Chinese game found in some casinos.  The namemeans "dice pair".  The House or operator provide a layout with the wagercategories, payoff system and roll the dice with a special rolling device.  This gamehas a huge house edge and is not played by serious gamblers.  If you must play,the Big and Small bets offer the only reasonable odds.

Play:Players simply place their bets on the outcome of the three dice that are rolled bythe house.  Big bets pay if the dice total 11 or more and Small bets pay if the dicetotal 10 or less.  Note that the Big and Small bets do not pay if made as three-of-a-kind and it is this that gives the House the edge on these bets. 

The six dice faces at the top of the table pay like the game of Chuck-a-Luck.  A betplaced on one of the six dice faces pays 1 to 1 (evens) if one die shows thespecified value;  It pays 2 to 1 if two dice show the specified value; and 3 to 1 if allthree dice show the specified value.

There are 15 possible two dice combinations (like 1 and 2; 3 and 4) and you maybet on any you wish.  You may also bet on any of the possible 6 doubles.

The dice values, payoffs and house edge are as follows.

Page 48: A to Z of Dice Games
Page 49: A to Z of Dice Games

Simplified CrapsIn this game a player simply wins if he throws 2, 3, 4, 10, 11 or 12 and loses if herolls 5, 6, 7, 8 or 9.  The players disadvantage in the number of winningcombinations is repaid in the payoffs which are...        Total         Payoffn 2              3 to 1n 3 or 4      1 to 1 (evens)n 10 or 11  2 to 1n 12            5 to 1

The player is still at a disadvantage with the overall house edge at 2.8%. Operatorsnot satisfied with their edge sometimes change the odds on a total of 12 to a moremodest 3 to 1. New York mob games were known to pay even money on totals of10, and 4 to 1 on a total of 12.

Six CupsYou need a die, six cups or glasses and plenty of beer for this drinking game whichis best  played with at least four players.

Play:Six glasses are assigned a number from 1 to 6.  The first player rolls the die andmust fill the corresponding glass.  Each player takes it in turn to roll the die andmust fill the corresponding glass or drink it if it's already full. You can play it so that players who drink a full glass continue to roll until they fill anempty one.

Sixes Bet

An old dice bet that has cost a lot of gamblers a lot of money.  It demonstrates howodds can be used to some ones advantage.

Play:

The bet is simple.  Will an operator roll a 6 at least once out of four rolls.  The pay-off odds are set at even money (1 to 1).  For even money the bet should be madeon three rolls of the dice.

Variations:

Double Sixes

Page 50: A to Z of Dice Games

In this version the bet is whether the operator will throw a double six at least onceout of 25 rolls.  If you are wondering why it is 25 rolls and not something justgreater than 18 rolls you need to read about the true odds.

Six-six-sixA simple game of bluff that requires three dice, stakes or counters and ideally athrowing cup.

Play:The first player rolls the dice in the throwing cup and, keeping them concealed fromthe other players, takes a look at the numbers thrown.  They then announce athree digit number representing the dice values, which may be true or a bluff.  6,6,6ranks the highest and 1,1,1 the lowest.  The digits are called in descending ordere.g. 5,3,1. The next player then takes the dice, without looking, and must either challenge thecall or take a look and roll 1, 2, 3 or none of the dice and announce a call of ahigher value.  Players must honestly declare the number of dice they are rolling. Play continues until a challenge is made.  Once a player is challenged all the diceare exposed.  If they show a lower ranking three digit number than the last call, theplayer who called it pays a counter to the challenger.  If the dice show the same orhigher ranking number, the challenger pays a counter to the caller.  Should aplayer call 6,6,6 the next player must challenge. You can play a fixed number of rounds or simply stop play on agreement.

Ten PinsA dice version of ten-pin bowling played with two dice and a score sheet.

Play:Ten rounds or "frames" are played in which each player, in turn, has three rolls ofthe dice.  He may leave one or both dice at the end of any throw.  The playerscores the total number of spots shown after their final throw.  Any 6s indicate "theball is off the alley" scoring nothing for that throw.5-5 on the first throw  is a "strike" and a player scores 10 points plus the total of thedice made by the third throw.5-5 made after the first throw is a "spare" and players score 10 points plus the totalof the dice made on the first throw in their next "frame".On the first throw players often throw both dice again if they haven't thrown a 5. On the second throw players often throw again with 1s and 2s, but may hold thedice with 3s and 4s.

Page 51: A to Z of Dice Games

Twelve Up

A simple gambling game played with one die against a banker.

Play:

Players lay bets against the bank.  Players then pick a number between 14 and18.  They then roll the die and total the values thrown until they reach a total overtwelve. If the total is 13 they lose and the operator takes the wager (after all 13 isunlucky).  If the total is the number they chose they win and receive back theirwager plus an equal amount from the banker.  If any other total is thrown no onewins or loses. The banker knows that it has been mathematically proven that 13 is more likely tobe the total than any other number.

Twenty-One AcesYou need five dice for this simple drinking game which revolves around rollingAces (1s).Play:Players take it in turn to roll five dice.  The number of Aces rolled are counted. Once a player rolls the 7th Ace they decide what the shot of drink will be.  Theplayer who rolls the 14th Ace pays for it.  The player who rolls the 21st Ace drinksit.One die is taken out of play for each Ace rolled over the 17th until only one die isleft.

Under And Over SevenA simple banking game run by an operator who pays out on bets made againsthim.  Of course the odds are weighed heavily in the operator's favour.  Two diceare needed and a layout is often provided for placing bets but it isn't essential.

Play:Players bet on one of three outcomes of the total of the two dice and then rollthem.  The categories and payoffs are as follow.

Category   PayoffOver 7        Evens (1 to1)

Page 52: A to Z of Dice Games

Under 7      Evens (1 to1)7                 5 to 1

Variations:Greedy operators will often pay out on a total of 7 at odds of 4 to 1 instead of thetrue odds.

YachtAlso known as Cheerio, Yot, Yam and, in another version commercially marketed,as Yahtzee.  This is closely related to a popular game from Puerto Rico calledGeneral (or more properly Generala), which is a little more sophisticated.  Anynumber may play and it also makes for a good solo game, just go for your personalbest.  You will need a score sheet and five dice.

Play:

Page 53: A to Z of Dice Games

Each player in turn tries to score the highest possible amount for each of thetwelve categories on the score sheet.  In each turn a player has up to three throwsrolling the dice, setting aside any they wish to use for a category and rolling theremainder.  They do not have to use all three throws and may stop after the first orsecond.  Players must fill in a score for a category after each turn but once it isused they may not change it.  Categories may be filled in any order.

After each player has had twelve turns and all the categories on the score sheethave been filled, the scores are totalled, and the player with the highest total winsthe game.

1 Ones  Score one point for each 1 thrown. Maximum of 5 points.2 Twos  Score two points for each 2 thrown. Maximum of 10 points.3 Threes  Score three points for each 3 thrown. Maximum of 15 points.4 Fours  Score four points for each 4 thrown. Maximum of 20 points.5 Fives  Score five points for each 5 thrown. Maximum of 25 points.6 Sixes  Score six points for each 6 thrown. Maximum of 30 points.7 Little Straight  1, 2, 3, 4, 5. Scores 30 points.8 Big Straight  2, 3, 4, 5, 6. Scores 30 points.9 Full House  Three of a kind and a pair. Scores total value of all dice.10 Four of a Kind  Scores total value of the four dice. i.e. 6, 6, 6, 6, 2 scores 24points.11 Chance  No pattern required. Scores total value of all five dice.12 Yacht  Five of a kind scores 50 points.

 

For example a turn might go something like this.  A player rolls all five diceresulting with the numbers 6, 6, 6, 3, 3.  They could score for a full house withoutany further throws.  But if the full house category is already used they would setaside the three 6s and roll the remaining two dice to try and gain a good score forthe sixes category.  The remaining dice are rolled again and come up as a 4 and6.  The 6 is kept making four of a kind and the remaining die rolled as the lastthrow. It is a 6 as well making a Yacht (five of a kind) and scores 50 points whichends a very lucky turn.  It is common for a player to enter zero for a category andplayers often use the 1s for this because it is low scoring.

Variations:

Yahtzee is played as described above but the score sheet is divided into twosections.  1s through to 6s as the first section, and the remaining categories as thesecond.  At the end of a game you score a bonus of 35 if the 1s to 6s sectionscores 63 or more.  Additionally the definition of a big straight is any run of fiveconsecutive dice values and a little straight any run of four consecutive dicevalues.  Players score 40 for a big straight not 30.

Page 54: A to Z of Dice Games

General is played as described above for Yacht but with the following differences.

There is only one straight scored in General and can be either 1, 2, 3, 4, 5 or 2, 3,4, 5, 6.  It scores 25 points if made with only one throw and only 20 points if madeon the second or third.  For this category Aces (1s) are wild and may represent a 2or a 6 if either or both are needed to make a straight.

The full house scores 35 points if made with one throw and 30 points if made onthe second or third.

Four of a kind scores 45 points if made with one throw and 40 points if made onthe second or third.

The Yacht category is know as a general.  If it is made with one throw then it winsthe game with no further play and is known as a big general.  If made on thesecond or third throw it scores 60 points and is known as a small general.

When played for stakes the winner receives the difference between his score andthat of each of the other players at a pre-arranged sum for each point.

Double Cameroon is played in much the same way as Yacht but with ten dice.  Atthe end of a player's turn the dice are divided into two groups of five and are usedto score two categories of the player's choice.  Five rounds are played for the tencategories, which are; categories 1 to 6 and a full house score the same as inYacht.  Little Cameroon (a little straight) scores 21 points.  Big Cameroon (a bigstraight) scores 30 points.  Five of a kind (Yacht) scores 50 points.

ZanzibarA good game for any number of players, played with three dice and counters orchips.

Play:Each player starts the game with 20 chips, or in the case of a two player game 15chips.  A number of rounds are played as described below. The first player has up to three rolls of the dice to get the highest score possible. He may stop after the first or second throw.  Subsequent players, in turn,  then tryto get a higher score using no more throws than that used by the first.The scoring system is a little complicated but is easy enough to learn.  The highestranking combinations are listed in descending order below.4, 5, 6  "Zanzibar"1, 1, 12, 2, 2

Page 55: A to Z of Dice Games

3, 3, 34, 4, 45, 5, 56, 6, 61, 2 ,3All other combinations rank as a  points total of the three dice added togetherwhich is described below.1 = 100 points6 = 60 points2 = 2 points3 = 3 points4 = 4 points5 = 5 pointsSo, for example, if you were to throw the following combinations you would scorethe number of points stated.

1, 6, 5  = 165 points2, 2, 6  =  64 points1, 1, 5 =  205 points4, 6, 6 = 124 points2, 4, 5 = 11 points3, 3, 2 = 8 points

The player with the lowest score at the end of a round receives a number of chipsfrom each of the other players.  The number of chips depends on the winning handand are listed below.Losers receive...1 chip if the highest throw is a points total.2 chips if the highest throw is 1, 2, 3.3 chips if the highest throw is three-of-a-kind.4 chips if the highest throw is 4, 5, 6. (Zanzibar).A number of rounds are played, like the first, and the winner is the player to loseall his chips first.  The winner of the previous round rolls first in the next.Variations:You can continue play by having the winner of a round take back a number ofchips from other players.  The winner of a game is then the player who has all orthe original player total of chips.