Dadi aMano - Workshop #5
a dice game for any number of players
What You Need: 5 dice, paper and pencil to record score
How to Play: Take turns. Decide what score you're playing to (for example, 2000).
Your turn is a series of rolls.
- Set aside the scoring dice, and roll the rest. (The first roll will contain all 5 dice.)
- If all five dice are set aside, you get Dadi a Mano. Pick up all five dice and keep rolling.
There are two ways your turn can end:
- You roll and no dice score. You lose your entire score for this turn. Pass the dice to the next player.
- You decide not to roll again. Keep your score. Record it an pass the dice.
Scoring:
Note: Numbers listed in backets (e.g. [5]) refer to the numbers on the dice.
[1] = 100
[5]=50
[2] [2] [2] = 200
[3] [3] [3] = 300. etc.
BUT [1] [1] [1] = 900
Example:
You roll:
[1] [2] [2] [5] [6]
You decide to score the [1] and the [5], for 150 points. You roll the other three dice:
[3] [5] [5] (previously set aside: [1] and [5])
The two fives are worth 100, so you set them aside for a total of 250. (Note: You now have set aside 3 [5]'s, but they don't vount as a triple -- 500 points-- because they weren't on the same roll.)
Only the [3] is left. You decide not to risk it, so you keep 250 points.
Your opponent takes a turn. When you get the dice back, you roll:
[1] [3] [3] [6] [6]
You save the [1] -- 100 points -- and roll four dice:
[2] [4] [5] [5] (previously set aside: [1]
You decide to set aside just one of the five (for 50 points, total 150) hoping for a better roll with three dice than two. You roll the three dice:
[4] [4] [4] (previously set aside: [1] [5])
Hooray! You get 400 points, plus your 150, for a total of 550 points. Since all fice dice are now set aside, you get Dadi a mano, so you get to roll a five:
[2] [3] [4] [6] [6]
Disaster! There's no score, so you lose the 550 points from this turn -- but not the 250 points from the previous turn.
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