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Home Brewed
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ShatZee - Homemade, twised version of YahtZee...
Six Sprint - simple game played with a single dice and 4 pennys...
Soda Pop - simple game played with a single dice...
Hold 'em Dice - Like Poker Dice, but played as Texas Hold 'em...
What The...? - Word Game involving strange phrases...
Trivia 10 - a players sheet for a 10 question trivia game... of any kind...
Trivia 25 - a players sheet for a 25 question trivia game... of any kind...
Billy Rummy - a simple version of Gin Rummy...
more games to play...
Aunt Barbra's 31:
First, you get some players, we'll say 2 to 8. Anymore than that and it just gets confusing.
Each player needs four quarters to play. Next, each player is delt 3 cards. The goal is to
get as close to the number 31 as possible to stay alive. Now the Aces are worth 11 and the
face cards are worth 10 each. You'll need all three to be of the same suite in order for the
points to count, but if you get stuck with just two of the same type, you'll have to hope for
some to have less. After the dealer has delt the cards, the deck is to be placed in the center
of the table with the top card turned over to the side to create the pile. Now the person
next to the dealer starts the ball rolling by (A.) picking up the top card in the pile, (B.)
picking the top card off of the deck and if it's not good, putting it in the pile face up,
or (C.) if they think they are closer to 31 than anybody else, knocking on the table. If
the table is knocked. That means that this round is the last round and everybody can pick
or pitch to the pile for the last round. Once done, everybody reveals their cards and the person
with the lowest score has to put a quarter into the pot. Then, we start again. Now if you
happen to get a 31, place your cards on the table and say loudly, "31!". Now everyone but
you must put a quarter into the pot, and we start again. The game runs until the last person
standing with quarters is the winner, and as winner, you get the pot. weee!
Spoilers: NO! You can't pull a card from the bottom of the pile and if you run through
the whole deck, you turn the pile over and start again.
The Chester Rule: When we play in Chester, Texas, you can count three
Kings, Queens, or Jacks as 30. NO MIXING OR MATCHING! EVER! YOU WILL BE SHOT!
Ace War: (Sometimes called "Ace Hole") Ahhh... this brings back memories...
Stuff ya' need: full deck of playing cards, 11 pennies for each player, and one dice.
The amount of pennies is not all that important, as long as all players start out with the
same amount. Eleven is a good amount for a short game, but has been played with as many
as 50. By the way, the reason for using eleven is so that if someone draws a ten in the
first round, someone is not totally killed in play...
Let's play:2 to 4 players. Each player is given the ace of their choice - this represents
the player. Shuffle the deck and place it on the table face down. Now, you draw a card and the
value of the card is your attack. With this attack card, you can attack anyone in the group you want.
The Kings, Queens, Jokers and Jacks have a value of one (1), and the other cards are valued according to
their numbers.
USELESS INFO: Drawing one of the royal family is comically known "Bashing Royalty".
It's the equivalent of putting said monarch in a catapult and launching them at the enemy.
WEEE!!! God save the King/Queen/Jack/Joker!!! SPLAT!!!
You collect the pennies according to your attack points. Now if your attack is greater
than the amount of pennies your attacked has, he'll have to roll the dice as to whether on not he/she
will be killed off. This is the tricky part, as the dice is the decision maker. 1,3,5 are odd numbers
and represent "NO" according to degree. 2,4,6 are even numbers and represent "YES" according to degree.
Roll a YES, and your life is spared, you keep what is left of your pennies, and you get to keep your
next turn. Roll a NO, you're gone. Game ends when there is one player standing... Simple,
cute, and comprehindable to the most wasted mind...
The Elvis Rule: (not always used) Did I mention this is a game from some drinking friends of mine? Maybe I
should... Anyway, I was always designated driver, so I get to remember this stuff... The rule is
this; If you Roll a six, your attacked gets their pennies back to full FROM YOU!!! If you roll a
five, they die a slow and painful death by singing at least one verse or chorus of
"Heartbreak Hotel".
The Joker Rule: (not always used) Draw a Joker? Lose a turn... or, Take a drink... Or, in one of our most
EXTREME matches, INSTANT DEATH! MY GAWD, the humanity....
The Queen Rule: (not always used) When a queen is drawn, she has an affair with the Ace!
It's a saucy bit of crumpet and everyone must put in their two cents (yes, all the other players
must give you two cents). After the affair, she is flung to the enemy doing one cent of damage.
MEXICAN TRAIN DOMINOES
By RBGreeves [Submission]
The latest Dominos rage among RVers in the Northwest is Cardinal Mexican Train (TM). I have played
with several groups and, of course, each group has its variations of the rules. Cardinal, the company
that puts out the dominoes sold at Camping World and Toys R Us, has another differing set of rules.
Equipment for the game can be simple or slightly more elaborate. We use a jumbo color coded set of
double 12s, a set of small 1/2 inch colored trains (beads) as markers and a two inch electronic
(on a key chain) "WOO WOO LOCOMOTIVE" to signal when another train is started at the station. When a
doublet is played you must click two tiles together as a signal. All part of the fun.
You may start the game with 12's. From 2 to 8 may play. For 2 to 4, draw 15 tiles, with 5 or 6 players
draw 12, and for 7 or 8 draw 11 each. If you choose to play with a set of 9's, then draw fewer, so
there is a boneyard to draw from.
Object: to play off all your dominoes. You play onto your own train, onto the Mexican train ( marked
by the WOO WOO LOCOMOTIVE), onto other trains starting at the station (marked with the tiny trains),
or onto other players marked trains.
After drawing the tiles each person then takes time to set up his train as he hopes to play it. Any
tiles that do not fit on the his train, empties, may be played later on others' trains, on the Mexican
train or on marked sidings that all may use
Begin by placing the highest double in the center of the station. The first player then places 1
matching tile in the notch nearest himself. If he does not have one he may draw, or the nearest person
to his left may offer him one, if he has an extra. Play continues in this fashion around the circle to
the left. When a player cannot play he draws one. If he cannot play this one he then puts a marker on
his train as a signal that it may be played on by others. A marker may be removed when a player is
able to play on his own train.
When a person plays a double, he must "satisfy" the double by playing the next matching tile. If
he cannot, he must draw. If this does not give him the right tile, he must put up a marker on his
train if it does not already have one. This signals that anyone may play on this train. No other
train may be played on, however, until the double has been honored. Each player must play from
his bone pile or draw one tile. If he cannot satisfy the double, he must put up his marker.
When the double has been honored play continues as usual.
Exceptions: if there are no more dominoes matching the double: if the double is the last one in
your hand, thus ending the game.
Anyone who does not have a tile to play on his own train may play on other marked trains, or, if he
has a tile matching the number of the train in the staion, he may start another train on a siding.
Each time a new train is started on a siding the WOO WOO LOCOMOTIVE is sounded. and a small train
is placed on it as a marker.
Each time a player puts down his second to the last tile, he must quickly say "Down to one", or
else another player may say " Draw one", or "How many do you have?". He must then draw onother tile.
When a player goes out, everyone counts their tiles at face value except for the double blank,
which counts 50.
The next round then begins with the next lower double. A scorekeeper keeps track of the scores
until the game is over. The lowest score wins
We played that! Great game! - Jess
POKER DICE
By GinaG2000 [submission]
Number of dice: Five (5)
Ante: 1 Unit
Object of game: To get best poker hand
METHOD OF PLAY Players roll in succession as follows: All five dice are rolled. At his
discretion the player then decides to drop out, to stand pat, or to re-roll as many of the dice
as he chooses. However, if this last alternative is chosen, he doubles his ante.
The winner is the holder of the best poker hand after all players have had their turns. In this
game aces are high, outranking a six, except only in a low straight (1,2,3,4,5).
For the benefit of any who don�t know, the sequence of increasingly better poker hands is:
one pair;
two pairs;
three of a kind;
straight � �high� = 2,3,4,5,6 or �low� = l,2,3,4,5;
full house (three of one kind, pair of another);
four of a kind;
five of a kind.
NOTE: Usually the effective dice are considered, and the �kickers� are ignored, contrary to card
poker: 1,1,1,6,5 would tie 1,1,1,3,2, both being scored as three aces. However, a group who so desire
may play the strict poker rule.
The �one tie, all tie� rule applies. However, if a player had dropped out before the tie was made,
he cannot continue in the game. (Naturally, when two players tie early in the round, the rest will
almost always pay to stay in the game, even on hopeless rolls.)
VARIANTS 1. Any number (but most usually the 2) can be called �wild� and is then equal to any
other number at the player�s discretion.
Dana's Chijuajua Craps
It has another name, but this is a FAMILY FRIENDLY web site...[GRIN]
Stuff Ya' Need: - 5 Dice, a scorepad, pencil, big flat surface, good ability to count...
A Value System??? - Yea, kinda... What you roll is added up to get you your score.
You need a score of 1500 to get on the board. Once there, you have to roll 250 or better before
you can stop. Don't CRAP out - which is done by rolling nothing that is usable.
Kinda' like this:
Any 1 = 100 Points
Any 5 = 50 Points
Single Rolls:
3 Ones = 1000 Points
3 twos = 200 Points
3 threes = 300 Points
3 fours = 400 Points
3 fives = 500 Points
3 sixes = 600 Points
Full House - Three of a kind an a pair of another = 1000 Points
4 Ones = 1500 Points - Automatic on the Board*
4 Twos = 2000 Points - Automatic on the Board*
4 threes = 3000 Points - Automatic on the Board*
4 fours = 4000 Points - Automatic on the Board*
4 fives = 5000 Points - Automatic on the Board*
4 sixes = 6000 Points - Automatic on the Board*
Little Straight - 1,2,3,4,5 = 2000 Points - Automatic on the Board*
Big Straight - 2,3,4,5,6 = 2000 Points - Automatic on the Board*
Let's Play: - It looks like the best part is that as many people can play as the score
keeper can keep track of [in my case, about four...]. The Goal is to get 10,000 Points first.
Keep rollin', Once you get on the board (that's that 1500 point thing, without crapping out)
you must roll 250 or more, without crapping out. Of course, the more you roll, the closer you
get to your goal, be ye warey, matey... Stop while you're ahead. All that greed will zap
your Karma and you could crap out on a very big roll.
If you roll a single roll using all five dice, you have to roll again, but you can stop
once you make your points.
*Jesse Is Evil: - okay, I confess... I don't remember all the point values, so, I changed
the values of fours and straights to get you to the board quicker and move the game faster.
Originally, I *think* that it went like this:
4 twos = 400 Points (200 x 2)
4 threes = 600 Points (300 x 2)
4 fours = 800 Points (400 x 2)
4 fives = 1000 Points (500 x 2)
4 Sixes = 1200 Points (600 x 2)
Little Straight - 1,2,3,4,5 = 500 Points
Big Straight - 2,3,4,5,6 = 500 Points
GO PLAY A GAME!!!
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