OK, for starters, we have some base rules that are of a grander scale than the ones mentioned here. So included are the scores we use at bottom after variant rules.
Pebbles: Everyone starts with a small glass pebble (available in cheap bulk at any craft or home decor store). After any role, a player can announce their intention to use their pebble. That player may throw their pebble at the dice without getting closer than 6 inches. Play with one of the die a different color than the rest. On a player's first throw in a turn, if the odd colored die comes up then that player earns another pebble.
This rule adds lots of fun and interaction. It usually yields little game change. Occasionally it spoils a big role but usually it is used on yourself to escape a bust or simply misses the dice entirely. Everyone loves it despite its low effectiveness.
Pennies: A penny is earned when you bust on your first throw. etc. A penny can be used to force another player to either stay with the points they have accumulated so far in a role or to keep rolling after they have announced their intention to stay. If a nickles-worth of pennies are acquired (not necessarily unspent ones) by the same player, they earn 1000 pts and 5 pebbles.
Sometimes this ends up helping the player forced to role but it is an exciting element that adds more interaction as well as a kiss for the unlucky.
Our traditional scores:
First hand (when throwing all 6 dice)
any 3 pairs: 1000 pts
straight: 1500 pts
any six of a kind: 25,000 pts (huge points only due to extreme rarity)
six 1's: 50,000 pts (absurd points since never ever seen in a million games )
Second hand (any throw after first)
3 pairs: 100 pts per die thrown & 50 pts per die stored.
For instance: lets say you have set aside for 400 pts and you role You would score 300 pts for the three dice thrown and only 150 pts for the three 4's for a total of 450 pts. This would break up the stored 400 pts that the three 4's had scored but would at least fill the roller's hand and allow for a continued role instead of a bust. (complexity of this has has earned it votes for omission but its absence garnered greater uproar so we kept it)
2nd hand straight: 1000 pts
For instance: If you have a stored and/or and your role fills in the rest of the straight in one toss . This makes saving a over a slightly more auspicious if you already have a 1 stored and feel the 50 pts less is worth the gamble/security.
Other scores that we reject that we have seen from other tribes:
Four of a kind: 1000 x the number (pff, Monty Hall!
Four : 7000 pts (too easy, too powerful
This is the game we play during power outages. Easily done by candle light and promotes warm gathering.
- Last edited Tue Jan 12, 2016 7:13 pm (Total Number of Edits: 3)
- Posted Tue Jan 12, 2016 7:08 pm