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The Playing of Six-Dice

As taught to Knikilos by Dorcas the Widow, and provided by the Canton of Mathom Trove, Kingdom of Trimaris.

This game requires six standard six-sided dice (thus the name), cheerful competitive company, and good deal of beer or other spirits.

The Play

Any number can play, even one. Each person throws one die to determine who begins and the play then goes left (or right, if you wish).

The starting player throws all six dice. If there is a die, or combination of dice, which scores, those dice are removed from the hand and the remaining dice are thrown again. This is repeated until:

  1. All six dice have scored points - in which case the player may throw all six dice again, retaining the score built up so far, and continue as above. OR
  2. A throw is made in which there is no scoring die, or combination - this is lovingly called "Crapping Out" - all score of this "hand" is lost, and the player passes the dice to the next player. OR
  3. The player chooses to quit at the end of a scoring throw, retains the score built up so far in this hand, and passes the dice to the next player.

The play continues likewise around the circle until the conclusion of the game.

Scoring

  • A one (1) = 1 point
  • A five (5) = 1/2 point
  • Three of a Kind, thrown in one roll = the face value of one face (Example: Throwing three fours (4) gives you four points.)
  • One through six in one throw is a Straight = 20 points

Once the player has passed the dice (except in the case of Crapping Out) the score built up in that hand is permanently retained and added to the score of previous hands. When Crapping Out, the player loses ONLY the score built up in that hand.

Sample Hands

  1. First throw: 3, 3, 4, 1, 5, 4 : Points scored on the one (1) = 1 point, OR the five (5) = 1/2 point. NOTE: Kinds of scoring may not be mixed unless this is the Last throw of the hand and the player quits with this throw. Pull out the one (1), score one point, throw the remaining five dice. Second throw: 6, 6, 6, 1, 2 : Points scored on the three sixes (6) = 6 points. Pull out the sixes and throw the remaining two dice. Your running total = 7 points. Third throw: 6, 4 : No score, Crapped out, LOSE 7 POINTS. An experienced player would have quit at the end of the second throw, taking the seven points, plus one point for the one (1) in the second throw, totalling eight points. That way, the eight points are not lost by Crapping Out with the last two dice.
  2. First throw: 1, 2, 3, 4, 5, 2 : Frustration throw. Take out the one (1), score one point, and throw the remaining five dice. Second throw: 1, 1, 2, 4, 5 : Score on the ones (1) = 2 points. Running total three points (remember, you can't mix the kinds of scoring). Throw the remaining three dice. Third throw: 4, 4, 4 : Score on three of a kind = 4 points. Running total = 7 points You have scored on all six dice. You may take the 7 points and Quit, OR throw all six again and build on the 7 points. If you Crap Out, however, you will lose the 7 points, plus any more you build in the ensuing throws.
  3. First throw: 4, 4, 4, 5, 5, 5 : Full House!! Four points for the fours (4), and five points for the fives (5) = 9 points total. As in Example 2, you may Quit, or Throw all six dice again, facing the possibility of Crapping Out and losing everything.

Conclusion of the Game

The conclusion of the game is signalled when one player ends their hand with a score of fifty (50) or more points. At this time, each player may add one more hand to try and build their score to surpass this ending player. Whoever has the highest score at the end of this final round is declared the WINNER - toasted (or cursed) by the other players - and another game can begin.

NOTE: If there are several players within reach of the score of fifty (50), the wise player will attempt to push their score as far beyond fifty (50) as possible, so as to better their chances of remaining in the lead. We call this Kamikaze Dice, especially when most of the players have a score of 49 1/2!

The most difficult part of this game is that EACH PLAYER MUST REMEMBER THEIR OWN SCORES!!!! If the player cannot remember - which can happen when the spirits are flowing - they must return to the first score the OTHER players remember him having.



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