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The object of the game is to roll a six (the "ship"), a five ("captain"), and a four ("crew") with three dice, and get the highest score with the other two dice ("the ship's cargo"). In other versions, a four is the "mate" and the remaining dice are the crew. Alternatively, the game may be played for antes placed in a pot.
5 Roll. Feel'in lucky? Roll some dice with 5-Roll! By Masque Publishing. Advertisement. Advertisement. Feedback. Help. Join AOL.
Farkle. Farkle, or Farkel, is a dice game similar to or synonymous with 1000/5000/10000, Cosmic Wimpout, Greed, Hot Dice, [ 1] Squelch, [ 2] Zilch, [ 3] or Zonk. Its origins as a folk game are unknown, but the game dates back to at least the mid-1980s. [ 4]
Dice 10000. A game of Dice 1,000 in progress. A player has set the three "3" dice aside or ASIDE and has three left to reroll. Dice 10,000 (or 10000, 10,000 Dice, Ten Grand) also Greed, Dix Mille, Reload, 5-Dice is the name of a family dice game played with 6 dice; it is similar or identical to the commercialized Farkle.
Cee-lo. Three dice, rolling 3-3-4, giving a point value of 4 for the game Cee-lo. Roll-off! Cee-lo is a gambling game played with three six-sided dice. There is not one standard set of rules, but there are some constants that hold true to all sets of rules. The name comes from the Chinese Sì-Wŭ-Liù (四五六), meaning "four-five-six".
Liar's dice. Liar's dice is a class of dice games for two or more players requiring the ability to deceive and to detect an opponent's deception. In "single hand" liar's dice games, each player has a set of dice, all players roll once, and the bids relate to the dice each player can see (their hand) plus all the concealed dice (the other ...
1 minute. Playing time. 2–3 minutes per player. Chance. High (Dice rolling) Skills. Risk management. Arithmetic. Shut the box (also called ACKPOT, [ 1] batten down the hatches[ 1] or trick-track[ 2]) is a game of dice for one or more players, commonly played in a group of two to four for stakes.
1. The initial roll of the shooter. 2. To roll the dice when no point has been established [ 2] crap out. To roll a 2, 3, or 12 on the come out roll. A player betting on the Pass line or Come loses on crap out, but the roll does not lose when a point is established.