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A Collection of Dice Games


by Sam Mitschke and Randy Scheunemann
Illustrated by Len Peralta
Random Fun Generator, Warehouse 23, the pyramid logo, and the names of all products published by
Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated,
or used under license. Random Fun Generator is copyright © 2020 by Steve Jackson Games Incorporated.
All rights reserved. First Edition (November 2020).

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ISBN 978-1-55634-919-5 SJG3012


FOREWORD

RNG, short for random number generator, refers to any algorithm that generates a
random numerical result. Dice are one of the most common mechanical methods
of random number generation, and they are the centerpiece of many games for this
reason.
Dice games are often content letting you roll the dice and simply watch what
happens, similar to how a slot machine simply tells you whether you win or lose
after pulling the lever. We set out to design games that offer interesting choices and
give you some control over how the game plays out.
The 26 games in this book are our favorites, and we hope that you find favorites of
your own to play with your friends and family for years to come.
~Sam

This entire project was created from self-isolation during the coronavirus
pandemic of 2020. This book is dedicated to all of the medical staff, emergency
crews, grocery workers, delivery drivers, and every other essential worker. You
have saved countless lives, and you have enabled many more to push forward,
always with a light at the end of the tunnel. We have been lucky enough to
remain relatively safe and continue working because you have been on the
front line, helping the world keep turning.
Thank you, with all of our love and deepest appreciation.

Written by Sam Mitschke and Randy Scheunemann


President/Editor-in-Chief: Steve Jackson
Chief Executive Officer: Philip Reed
Chief Operating Officer: Susan Bueno
Chief Creative Officer: Sam Mitschke
Production Manager: Sabrina Gonzalez
Production Artist: Gabby Ruenes
Project Manager: Darryll Silva
Art Director: Sam Mitschke
Illustrated by Len Peralta
Director of Sales: Ross Jepson
Operations Manager: Randy Scheunemann

2
CONTENTS

GREAT ROLLED ONES............................................................................. 4

BOUQUET.................................................................................................... 6

SWAPPORTUNITY...................................................................................... 8

LITTLE FISH............................................................................................. 10

SINK OR SWIM......................................................................................... 12

FRENEMIES.............................................................................................. 14

MALPRACTICE......................................................................................... 16

DRAGON BRAGGIN’................................................................................ 20

FNORD DICE ............................................................................................ 22

YEA OR NAY.............................................................................................. 24

SIX-SIDED SLAYERS............................................................................... 26

RUNNER-UP.............................................................................................. 28

NO QUARTER ........................................................................................... 30

SKEET........................................................................................................ 34

DEADLY DIG............................................................................................. 36

HEXICAN TRAIN...................................................................................... 40

THREE-LEGGED RACE.......................................................................... 44

BACKHAND............................................................................................... 46

UNRELIABLE FLYING OBJECT............................................................ 48

CLOSING BELL........................................................................................ 50

CRAPSIZE.................................................................................................. 54

PARTICIPATION AWARD......................................................................... 60

LIQUID COURAGE................................................................................... 64

DUELLO..................................................................................................... 66

LEFTOVERS.............................................................................................. 69

PURPLE MEEPLE EATER.......................................................................72

ABOUT THE AUTHORS .......................................................................... 75

CUSTOMIZE YOUR GAME..................................................................... 76


3
GREAT ROLLED ONES
• 2+ players
• 5 standard six-sided dice
• paper and pencil
for scoring
You and the other
players are all cultists,
attempting to summon
Cthulhu and bring about the end
of the world. You must successfully
perform 50 arcane rituals, but
be careful: misspeak the strange
incantations and you will suffer
Cthulhu’s wrath!
The eldest player goes first, with
play proceeding clockwise.
On your turn, roll all five dice.
If you roll any ! results, set
those dice aside.

Insanity!
If you accumulate three or more ! results over the course of a turn, you begin
to go insane. You must end your turn, scoring 0 points. The next player takes
their turn while you regain your focus.

If you have not yet gone insane this turn, your remaining non- ! dice count as
completed rituals, worth 1 point each (regardless of the value showing on the die).
Keep track of your current number of completed rituals.
You must now take one of the following actions:
• End your turn and write down your score for this round. Score 1 point for
each completed ritual. The next player takes their turn.
• Reroll your completed rituals to try and increase your score. If you choose
to reroll, keep track of your current number of completed rituals. Additional
completed rituals will add to this score as long as you are not driven insane.
When one cultist reaches at least 50 points, finish that round of play (stop
before the first player takes another turn). Compare your scores. The cultist
that completed the most rituals summons Cthulhu, destroys the world, and . . .
everyone else loses.
4
EXAMPLE OF PLAY
Anthony rolls ! ! @ $ ^ on the first roll, and sets aside the ! ! results:

@ $ ^ d! !
The @$^ count as three completed rituals, worth a total of 3 points.
Anthony chooses to risk his points by rolling again using his three “completed
ritual” dice.
Anthony rolls ! ## and sets aside the ! result, adding it to the !! set
aside previously:

# # d!
With ! ! ! set aside, Anthony starts to go insane. Any points that carried
over from a previous roll are lost, and he scores 0 points for the round.
It is now Beth’s turn.
Beth rolls !@$%% and sets aside the ! result:

@ $ % % d!
The @$%% count as four completed rituals, for a total of 4 points.
Beth chooses to roll again using the four “completed ritual” dice.
The points from the first roll carry over to the next roll.
Beth rolls # # # % and has no ! results to set aside.
The # # # % count as four more completed rituals, which give Beth a
total of 8 points (when added to the results of the previous roll).
She chooses to roll again using the four “completed ritual” dice.
The points accumulated over the previous rolls carry over to the next roll.
Beth rolls ! # $ ^ and sets aside the ! result, adding it to the ! she set
aside previously:

# $ ^ d!
The # $ ^ count as three more completed rituals, bringing her total up to
11 points.
She chooses to stop and score 11 points.
It is now Anthony’s turn again.

5
BOUQUET
• 2+ players
• 6 standard six-sided dice
• paper and pencil for scoring
You and the other players are all floral
designers, and the most popular bouquets
this season incorporate a wide variety of
flowers. In this game, each value on a die
represents a different flower . . . and only the
most diverse arrangements will sell for top-
dollar!
Choose a player to go first. Play proceeds clockwise.
At the start of your turn, roll all six dice.
Choose one of the rolled values and lock all dice of
that value.
You must then choose to roll again or stop and score. If
all six dice are locked, you must stop and score.
If you roll again, roll all unlocked dice:
If you rolled any dice of a new value (any value
that has not already been locked this turn),
choose one of those dice and lock all dice of
that value.
If you cannot lock any dice (all
dice show values that have
already been locked), you bust
and score nothing this turn. The
next player takes the dice and
starts their turn.
If you stop and score, you score points
based on the number of different values you locked. The number of dice you
locked does not matter, as long as you locked at least one die of that value:
1 value locked: 1 point
2 values locked: 3 points
3 values locked: 6 points
4 values locked: 10 points
5 values locked: 15 points
6 values locked: 21 points
Record your score, adding to your previous scores. The next player takes the
dice and starts their turn.
When any player has a total of 100 points or more at the end of their turn, finish
the round and the game ends. The player with the highest total score wins.
6
EXAMPLE OF PLAY
Anthony rolls all six dice to start the turn: @ @ % ^ ^ ^
He chooses to lock the % , leaving as many dice available for his next roll as
possible.

Locked: %
(One value is locked, so this is worth 1 point.)

He decides to roll again using the remaining five dice: @#$$%


He chooses to lock the @ .

Locked: @ %
(Two values are locked, so this is worth 3 points.)

He decides to roll again using the remaining four dice: $$%%


% results are useless, because that value has already been locked.
He locks the $$ .

Locked: @ $$ %
(Three values are locked, so this is worth 6 points.)

He decides to stop and score 6 points. It is now Beth’s turn.


Beth rolls all six dice: @#$$$%
She chooses to lock the @.
Locked: @
(One value is locked, so this is worth 1 point.)

She decides to roll again using the remaining five dice: !!%%%
She chooses to lock the !! .

Locked: ! ! @
(Two values are locked, so this is worth 3 points.)

She decides to roll again using the remaining three dice: !@$
! or @ results are useless, because those values have already been locked.
She locks the $ .

Locked: ! ! @ $
(Three values are locked, so this is worth 6 points.)

She decides to roll again using the remaining two dice: !$


These results cannot be locked because ! and $ results have already been
locked.
Since there are no dice to lock, Beth busts and scores 0 points. It is now
Anthony’s turn.

7
SWAPPORTUNITY
• 2+ players
• 3 standard six-sided dice per player
• paper and pencil for scoring
Each player is trying to beat the dealer in this
game of dice-swapping, but if you aren’t careful,
you might put yourself in trouble on a later turn!
At the start of the game, all players “lock” one of
their three dice to show the ^ face.
Choose a player to start the first round as the
dealer.
As the dealer, roll your two unlocked dice
once. You may then swap one of those dice
with your locked die. The new locked die retains
whatever value is showing, and it serves no further purpose this turn.
Starting from your left and going in turn order, each other player rolls their two
unlocked dice.
After rolling, each player (including the dealer) has three options:
• keep the sum of their two unlocked dice, ignoring their locked die
• swap one of their unlocked dice with their locked die, then keeping the sum of
the new pair of unlocked dice
• unlock their locked die and keep the sum of all three of their dice
Once each player has made their choice, each player compares the sum of their
unlocked dice to that of the dealer.
If your sum is equal to or higher than the dealer, score 1 point.
If your sum is lower, score 0 points.
The dealer cannot score points.
Record the scores, adding to scores from previous rounds.
Any players that used all three dice this round must now lock a die to a ! face.
The player to the dealer’s left becomes the new dealer and a new round is played.
The first player to score 6 points wins. If there is a tie, play additional rounds until
one player is in the lead — that player wins.

EXAMPLE OF PLAY
Anthony, Beth, and Carla each lock one die to a ^ and place it in their play
area.
Anthony is picked to be the first dealer. He rolls his two unlocked dice for a sum
of 9:

Result: $% Locked: ^
8
EXAMPLE OF PLAY (continued)

He chooses not to swap any dice, so Beth and Carla must now try to beat
Anthony’s score of 9.
Beth rolls her two unlocked dice for a sum of 10:

Result: $^ Locked: ^
She chooses not to swap any dice. Beth’s 10 beats Anthony’s 9, so she scores
1 point.
Carla rolls her two unlocked dice for a sum of 6:

Result: @$ Locked: ^
She chooses to swap her @ for her locked ^ , creating a new sum of 10:

$ ^ x@
Carla’s 10 beats Anthony’s 9, so she scores 1 point.
Beth is now the dealer and rolls her two unlocked dice for a sum of 7:

Result: @% Locked: ^
She chooses to swap her @ for her locked ^ , creating a new sum of 11:

% ^ x@
Anthony and Carla must now try to beat Beth’s score of 11.
Carla rolls her two unlocked dice for a sum of 8:

Result: @^ Locked: @
She chooses to swap her ^ for her locked @ , creating a new sum of 4:

@ @ x^
Carla’s 4 does not beat Beth’s 11, so she scores 0 points this turn. However,
she has made her locked die more useful for a later turn.
Anthony rolls his two unlocked dice for a sum of 7:

Result: #$ Locked: ^
Anthony chooses to use all three dice, creating a new sum of 13:

#$^
Anthony’s 13 beats Beth’s 11, so he scores 1 point. Since he used all three
dice, Anthony must now lock one of his dice to a ! :

#$d Locked: !
Carla starts the next round as the dealer.

9
LITTLE FISH
• 2+ players
• 3 standard six-sided dice per player
• paper and pencil for scoring
You and the other players are little fish, trying to avoid the fisherman! At the end
of the round, the biggest fish get caught, and only the little fish survive. Compete in
secret for the highest score, but when your results are revealed each round, the best
dice on the table get tossed out!

10
Each round, all players start by rolling their three dice, keeping the results hidden.
You may re-roll any of your dice up to two more times, but after the third roll, you
must stop (you may choose to stop before the third roll, if you wish).
Once you’ve stopped, your results are locked, but keep them hidden until the other
players are ready. Once all players have locked their dice, everyone reveals their
dice.
The biggest fish get caught! Find the highest-value die among everyone’s results. All
dice of that value are set aside and do not score this round.
Find the sum of your remaining dice and score that many points. Record your
score, adding to your previous total. If any player has 50 points or more after
scoring, the game ends and the player with the highest total score wins. Otherwise,
play another round!

EXAMPLE OF PLAY
In a three-player game, Anthony, Beth, and Carla each roll three dice, keeping
the results hidden.
Anthony keeps his first roll.
Beth re-rolls one die and then stops.
Carla re-rolls all three of her dice, then re-rolls one more die, then re-rolls
that die a third time. Carla must stop after her third roll.
Once everyone has stopped, all players reveal their dice:

Anthony reveals $$% .

Beth reveals #%% .

Carla reveals @#$ .

The highest-value die among all of the revealed dice is % , so all % results are
set aside. The players then score their remaining dice:
Anthony sets aside his% and scores 8 points for his remaining $ $ .
Beth sets aside her % % and scores 3 points for her remaining # .
Carla’s has no % results, so she scores 9 points for her @ # $ .
Each player records their score for the round.
Since no one has yet scored a total of 50 points, the next round begins.

11
SINK OR SWIM
• 2+ players
• 3 standard six-sided dice per player
• paper and pencil for scoring
If we’re going down, we’re going down together! In this game of doublethink,
everyone contributes dice to the center, then competes for them. Use the same
tactics as another player, however, and you will sink!

12
The game is played in rounds, and everyone plays simultaneously.
At the start of the round, each player rolls two dice.
Move the results to the center of the table and group them by value.
Each player then secretly sets their remaining die to any value they choose (hide
it behind your hand). When all players have done so, everyone reveals their secret
die:
If your die DOES NOT match another player’s secret die, you score 1 point for
each die in the center that matches your secret die.
If there are no matching dice in the center, the secret die is worth 0 points.
Sometimes the best winning strategy is to simply avoid losing points!
If your secret die DOES match another player’s secret die, you lose 1 point for
each die in the center that matches your secret die.
Record your scores for the round, adding to your score from previous rounds.
Once everyone has recorded their scores, each player collects their three dice and
a new round begins. The game ends after ten rounds of play. The player with the
highest total score wins!

EXAMPLE OF PLAY
In a four-player game, the eight dice in the center look like this:
!!#$%^^^
The players set their secret dice to whatever values they choose, then reveal
when everyone is ready:

Anthony reveals a # .

Beth reveals a ^ .

Carla reveals a ^ .

David reveals a @ .

Anthony’s # does not match another player’s secret die. There is one #
in the center, so he scores 1 point.
Beth and Carla both revealed a ^ , and since they both have matched
another player, they each lose 1 point for each die in the center that
matches their secret die. There are three ^ results in the center, so Beth
and Carla each lose 3 points.
David’s @ does not match another player, but there are no @ results in
the center, so he scores 0 points.
Everyone records their scores and then the next round begins.

13
FRENEMIES
• 2 players
• 3 standard six-sided dice per player
• paper and pencil for scoring
You and your opponent are reluctant partners. Work alongside your enemy to
determine the winning condition, and then try to take them out!

14
At the start of each round, each player rolls their three dice, keeping the results
secret.
Each player then chooses one die to move to the center of the table, still keeping
it hidden (hide your remaining two dice under one hand, and hide the center die
under your other hand). Once both players have contributed a die to the center,
reveal the center dice.
If you contributed the higher value die, you will score 1 point if the sum of your
hidden dice is greater than the sum of the center dice.
If you contributed the lower value die, you will score 1 point if the sum of your
hidden dice is less than the sum of the center dice.
If the dice in the center are equal, you will score 1 point if the sum of your
hidden dice is equal to the sum of the center dice OR equal to the sum of your
opponent’s hidden dice.
Each player reveals their remaining two dice and scores according to the rules
above.
Record your scores for the round, adding to your previous total.
If any player has 5 points or more after scoring, the game ends and that player
wins. Otherwise, play another round! In the event of a tie, play tiebreaker rounds
until one player wins.

EXAMPLE OF PLAY
Anthony rolls @ @ % and decides to move the @ results to the center (all
dice are still hidden).
Beth rolls her dice and moves a die to the center of the table.
Both players say “Ready!” and then reveal their center dice.

Anthony reveals his @ .

Beth reveals a # .

Their revealed dice combine for a sum of 5.

Anthony’s @ is the lower value die, so the sum of his remaining dice
needs to be lower than the sum of the center dice (5).
Beth’s # is the higher value die, so the sum of her remaining dice needs
to be greater than the sum of the center dice (5).
They both reveal their remaining dice:

Anthony reveals @% for a sum of 7. He needed less than 5, so he fails and


scores 0 points.

Beth reveals ^ $ for a sum of 10. She needed greater than 5, so she
succeeds and scores 1 point.

The scores are recorded for the round, adding to previous scores.
The dice are reset and the next round starts.

15
MALPRACTICE
• 2+ players
• approximately 10 standard six-sided dice per player (this can vary per game)
• paper and pencil for scoring
You and the other players are all doctors of questionable skills and ethics. Score
points when your patients survive, and when they don’t. Will you be a hero, a
monster, or both?

Everyone starts with two patients in their clinic. Place two dice in front of you,
each set to value # .
Everyone needs three “medicine” dice in addition to their two patients. Any extra
dice can be set aside for now — they will come into play later.
16
At the start of the round, everyone rolls their three medicine dice and tries to
match them to the patients in their clinic.
First, pair your medicine dice with patients of the same value, if possible.
If you can pair a medicine die to a patient of the same value, increase that
patient’s value by 1.
You cannot treat a patient with more than one medicine die.
Second, check for doubles or triples:
If you rolled two matching dice (doubles), increase the value of any one of your
patients by 1.
If you rolled three matching dice (triples), increase the value of both of your
patients by 1.
Finally, reduce the value of any untreated patients (patients that did not increase
this round) by 1.

If any patient would be reduced below ! or increased above ^ , set that patient
to one side in a score pile. Then immediately add a patient at value # to your
clinic. The new patient may be treated if you have unresolved medicine dice
remaining.
If any player has three ! results OR three ^ results in their score pile at the
end of a round, the game ends and players tally their scores — each healed patient
(showing a ^ ) is worth 3 points, and each dead patient (showing a ! ) is worth
2 points.
The player with the highest score wins. If there is a tie, the tied player with the
highest-value (sum) of patients still in the clinic wins.

EXAMPLE OF PLAY
At the start of the game, all players set their two patient dice to ## . Everyone
rolls their three medicine dice.
Anthony rolled ##$ .

Patients: ##
He uses one # to increase one patient from # d$ .

Patients: $#
He uses the second # to increase his other patient from # d$ .

Patients: $$
Since he rolled a set of doubles, he can now increase any one patient by 1
more, so he changes one patient from $ d % .

Patients: %$
Even though he has a $ remaining, he has already used one medicine die on
each of his patients, so he cannot use any more this turn.

17
EXAMPLE OF PLAY (continued)
Beth rolled !$^.
Patients: ##
None of Beth’s medicine dice match her patient dice, and she did not roll any
doubles or triples. She cannot treat any patients this turn.
Each untreated patient is reduced by 1, so both of her patients decrease from
# d@ .
Patients: @@
Carla rolled #$% .

Patients: ##
She uses her # to increase one patient from # d$ .

Patients: $#
Her remaining $ and % cannot be used on her second patient, who is a
# , so the untreated patient decreases by 1, from # d @ .
Patients: $@
The next round begins. All players roll their three medicine dice once again.
Anthony rolled !!# .

Patients: %$
He uses the doubles to treat any patient. He chooses to increase the % from
% d^ .
Patients: ^@
His untreated patient decreases from $ d# .

Patients: ^#
Beth rolled !$% .

Patients: @@
None of Beth’s medicine dice match her patient dice, and she did not roll any
doubles or triples. She cannot treat any patients this turn.
Each untreated patient is reduced by 1, so both of her patients decrease from
@ d! .
Patients: !!
Carla rolled $$$ .

Patients: $@

18
EXAMPLE OF PLAY (continued)
She uses one $ to increase one patient from $ d % .
Patients: %@
Since she rolled a set of triples, she can now increase both of her patients by
1, from % d ^ and from @ d # .

Patients: ^#
The next round begins. All players roll their three medicine dice once again.
Anthony rolled @#% .

Patients: ^#
He uses one # to increase one patient from # d$ .

Patients: ^$
His untreated patient decreases from ^ d% .

Patients: %$
Beth rolled !#^ .

Patients: !!
She uses the ! to increase one patient from ! d@ .

Patients: @!
Beth’s untreated ! patient dies and is moved to her score pile.

Patients: @ Score Pile: !


A new patient enters the clinic.

Patients: #@ Score Pile: !


Carla rolled #$^ .

Patients: ^#
She uses the # to increase one patient from # d$ .

Patients: ^$
She uses the ^ to heal her ^ patient and moves it to her score pile.

Patients: $ Score Pile: ^


A new patient enters the clinic.

Patients: #$ Score Pile: ^


The next round begins. All players roll their three medicine dice once again.

19
DRAGON BRAGGIN’
• 2 players
• 9 standard six-sided dice
• paper and pencil for scoring
You and the other player are in a tavern, boasting about who can kill the biggest
dragon without getting burned. Careful, though . . . your opponent can chicken out
and make you face the dragon instead!

Each player takes three dice.


Place the remaining three dice in the center of the play area, each set to show its
! face. These are the dragon dice, which represent the dragons you’re hunting.
The best player goes first.
On your turn, decide whether to roll or pass.
If you’re confident you can take down the dragon, roll your dice!
If the sum of your dice matches or exceeds the sum of the dragon dice, you
killed the dragon and must swap any die in the center with one of yours. Now
you have challenged your opponent to face a new dragon (it’s their turn).
If the sum of your rolled dice is lower than the sum of the dragon dice, you
bust! Your opponent scores 1 point and the round ends.
If you choose to pass, you have chickened out, and your opponent must face the
dragon by rolling their three dice.
If the sum of their dice matches or exceeds the sum of the dragon dice, they
killed the dragon and score 2 points.
20
If the sum of their rolled dice is lower than the sum of the dragon dice, they
got burned! You score 1 point for making them look foolish.
Keep track of your running scores. After scoring, the round ends. Reset the Dragon
Dice so they all have their 1 faces showing. The player that scored last takes the
next turn.
The first player to score 5 points wins!

EXAMPLE OF PLAY
Anthony goes first this round.

Dragon dice: !!!


Anthony rolls his three dice: @@^
The sum of his dice (10) is greater than the sum of the dragon dice (3), so
Anthony didn’t bust. He swaps his ^ with a ! from the dragon dice. It is
now Beth’s turn.

Dragon dice: !!^


Beth sees the sum of the dragon dice (8) and chooses to roll: @@#
The sum of her dice (7) is less than the sum of the dragon dice (8), so Beth
busts.
Anthony scores 1 point, and the dragon dice are reset to !!! .
Anthony goes first since he scored last.

Dragon dice: !!!


Anthony rolls his three dice: @#%
The sum of Anthony’s dice (10) is greater than the sum of the dragon dice
(3), so he didn’t bust.
He swaps his % with a ! from the dragon dice. It is now Beth’s turn.

Dragon dice: !!%


Beth sees the sum of the dragon dice (7) and decides to roll: @%^
The sum of Beth’s dice (13) is greater than the sum of the dragon dice (7), so
she didn’t bust.
She swaps her ^ with a ! from the dragon dice. It is now Anthony’s turn.

Dragon dice: !%^


Anthony sees the sum of the dragon dice (12) and chickens out. Beth must now
roll against the dragon.
Beth rolls her three dice: $%^
The sum of Beth’s dice (15) is greater than the sum of the dragon dice (12),
so she kills the dragon and scores 2 points.
The dragon dice are reset to !!! , and Beth starts the next round since she
scored last.

21
FNORD DICE
• 2+ players
• 5 standard six-sided dice
• paper and pencil for scoring

“Everything in the universe relates to


the number five, one way or another,
given enough ingenuity on the part of the
interpreter.”
~ The Law of Fives, Principia Discordia

This game is played in rounds, with each player taking a turn before the next round
begins.
You go first.
At the start of your turn, roll your five dice.
You may then either stop rolling and score, or you may re-roll any number of dice.
Once you’ve rolled three times, you must stop rolling and score.
Points are awarded for trios of matching numbers.
A bonus point is awarded for each additional matching number OR ! result.
! ! ! 10 points (plus 1 point for each additional ! rolled)
@ @ @ 2 points (plus 1 point for each ! or @ rolled)
# # # 3 points (plus 1 point for each ! or # rolled)
$ $ $ 4 points (plus 1 point for each ! or $ rolled)
% % % 5 points (plus 1 point for each ! or % rolled)
^ ^ ^ 6 points (plus 1 point for each ! or ^ rolled)
If you did not roll a trio, you score 0 points for the turn.
Record your score, adding to your previous total each time. After scoring, pass the
dice to the player on your left. A new round begins each time the first player takes
a turn.
When any player’s score totals at least 50 points at the end of their turn, finish the
round (stop when the first player would take their next turn).The game ends, and
the player with the highest total score wins.
22
EXAMPLE OF PLAY
Anthony goes first and rolls ! @ $ % ^ .
He keeps the ! and re-rolls the four remaining dice.

!!@@^
He keeps the !! and re-rolls the three remaining dice.

!!!@#
Anthony has now rolled three times this turn, so he cannot roll again and must
score his dice.

!!!@#
The ! ! ! are worth 10 points.
The @ and # are worth 0 points.
Anthony scores a total of 10 points this turn. It is now Beth’s turn.
Beth rolls!#$%%.
She keeps the ! % % and re-rolls the two remaining dice.

!%%%%
Beth chooses to stop rolling and score.

!%%%%
The %%% are worth 5 points.
The additional % is worth 1 point.
The ! is worth 1 point.
Beth scores a total of 7 points this turn. It is now Carla’s turn.
Carla rolls@@#$%.
She keeps the @ @ and re-rolls the three remaining dice.

@@!!#
She keeps the !! and re-rolls the three remaining dice.

!!$^^
Carla has now rolled three times this turn, so she cannot roll again and must
score her dice.

!!$^^
Since Carla failed to match at least three dice, she scores 0 points this turn.
It is now Anthony’s turn.

23
YEA OR NAY
• 2+ players
• 2 standard six-sided dice per player
• paper and pencil for scoring
You and the other players are trying to fool the dealer in this game of truth and
deception. A successful bluff scores you a point, but if the dealer can see through
your nonsense, they get the point instead!

Choose a player to go first.


On your turn, you are the dealer. Roll your two dice and leave them in plain view of
all players. The other players will each roll their two dice, but keep them concealed
from everyone else.
24
The dealer addresses each player in turn order, starting from the player to their
left. That player gives the dealer one of two gestures:
THUMBS UP: The sum of the player’s dice matches or exceeds the value of the
dealer’s dice.
THUMBS DOWN: The player’s dice have a lower sum than the dealer’s dice.
The dealer must announce whether they believe the player is telling the truth (by
saying “TRUE”) or bluffing (by saying “FALSE”). Then the player reveals their dice.
If the dealer guessed correctly, the dealer earns 1 point.
If the player successfully bluffed the dealer, the player earns 1 point.
The dealer does the same for the next player to the left, then the next, and so on
until all of the players’ dice are revealed. Record each player’s points as they are
scored.
The player to the dealer’s left becomes the new dealer and takes their turn,
following the same rules.
After all players have taken two turns as the dealer, the player with the most points
wins the game. If any players are tied for the most points, all players play another
round.

EXAMPLE OF PLAY
Anthony goes first and rolls his two dice, for a sum of 6:
!%
Beth and Carla each roll their two dice, keeping the results hidden:

Beth is hiding #% , for a sum of 8.

Carla is hiding @$ , for a sum of 6.

Anthony looks to Beth first:


Beth gives Anthony a thumbs-up gesture, indicating that the sum of her
hidden dice is equal to or greater than Anthony’s sum of 6.
Anthony guesses that Beth’s thumbs-up is TRUE.
Beth reveals her dice, and her sum of 8 is greater than Anthony’s 6. Anthony
correctly guessed that Beth was telling the truth, so Anthony scores 1 point.
Anthony looks to Carla next:
Carla gives Anthony a thumbs-up gesture, indicating that the sum of her
hidden dice is equal to or greater than Anthony’s sum of 6.
Anthony declares that Carla’s thumbs-up is FALSE.
Carla reveals her dice, and her sum of 6 is equal to Anthony’s 6. Anthony
incorrectly guessed that Carla was bluffing, so Carla scores 1 point.

25
SIX-SIDED SLAYERS
• 2 to 6 players
• standard six-sided dice:
- two players: 17
- three players: 26
- four players: 34
- five players: 43
- six players: 51
• paper and pencil for scoring

In this cooperative game, you and the other players take on classic adventurer
roles and charge deep into the monster’s lair. Kill enough monsters and become
legendary heroes! Fail too often, however, and you become a cautionary tale . . .
To start the round, move all dice to the center of the table. This is the dice pool.
Each player then takes six dice from the dice pool.
Roll all dice remaining in the dice pool (any player can do this).
Set aside all ! and @ results. If only ! and @ results are rolled, re-roll the
dice until there is at least one # , $ , % , or ^ result.
The # , $ , % , and ^ results remaining in the middle are the “monster” dice.
The number of monster dice is the monster’s size.
Each player must decide which role to take this turn and then inform the other
players.

Roles
Warrior: Roll one die. All monster dice that match the number rolled are
defeated.

Rogue: Roll two dice. Each result of @ or higher defeats any one monster die.
If any doubles are rolled, one additional monster die is defeated.

Ranger: Roll three dice. Each result of # or higher defeats any one monster
die. Once per turn, the Ranger may choose to re-roll any number of their dice.

Bard: Roll four dice. Each result of $ or higher defeats any one monster die.
If all four of the Bard’s dice show different results, one additional monster die is
defeated.

Cleric: Roll five dice. Each result of % or higher defeats any one monster die.
If any sequence of three consecutive numbers is rolled, one additional monster
die is defeated.

Wizard: Roll six dice. Each result of ^ defeats any one monster die.
Additionally, if three or more matching values are rolled, all monster dice
showing a # are defeated.

26
Once all players are ready, everyone rolls dice according to their roles, and all
defeated monster dice are set aside.
If all monster dice are defeated, the group earns 1 point.
If there are any monster dice that have not been defeated, the monster deals 1
damage to the group before escaping.
Record the scores in two columns: one for points and another for damage. Add to
your score from previous rounds. If the group does not yet have 5 points in either
column at the end of the round, the next round begins.
The game ends in victory if the group scores 5 points before taking 5 damage.
The game ends in defeat if the group takes 5 damage before achieving victory.

EXAMPLE OF PLAY
Anthony, Beth, Carla, and David each take six dice. Carla rolls the remaining
dice to form the monster.

!!@###$%%^
All ! and @ results are returned to the dice pool, leaving seven monster
dice.

# # # $ % % ^ d! ! @
Now each player chooses a role and rolls their dice.
Anthony chooses to be a Warrior, rolling a # . All of the monster’s #
results are defeated.

$ % % ^ d# # #
Beth chooses to be a Wizard, rolling ! ! ! # $ ^ . The ^ defeats one
monster die. The ! ! ! results would have defeated all of the monster’s
# results, but Warrior Anthony has already taken care of them.
% % ^ d$
Carla chooses to be a Bard, rolling !!#% . The % result defeats one
monster die.

% ^ d%
David also chooses to be a Bard, rolling ! @ # ^ . The ^ defeats
one monster die, and since his four results are all different, he defeats an
additional monster die.

%^
The monster has been defeated and the players score 1 point! The score is
recorded, all dice are returned to the dice pool, and all of the players take six
dice to start the next round.

27
RUNNER-UP

• 3+ players
• 4 standard six-sided
dice per player
• paper and pencil for
scoring

Charge to the finish line right behind the player in first, but don’t get eliminated by
the player in third! Second place wins it all!
To start the round, each player rolls four dice.
Each player secretly selects any two of their dice, finding the sum of those two
dice. Say “Ready!” when you have chosen your dice. The dice that were not
chosen can be set aside until the next round.
Once everyone is ready, the selected dice are revealed:
All players with a sum that matches any other player is eliminated from the
round.
If there are two or more players left, the player with the second-highest
sum scores 1 point, and everyone else scores 0 points.
If there is only one player left, that player scores 1 point.
If all players are eliminated, everyone scores 0 points.
Record your score, adding to your previous total. The game ends as soon as any
player reaches 6 points. Otherwise, play another round.
When the game ends, all players with a score that matches any other player is
eliminated.
If there are two or more players remaining, the player with the second-highest
score wins.
If there is only one player left, that player wins.

28
EXAMPLE OF PLAY
Anthony, Beth, and Carla each roll four dice, keeping their results hidden from
the other players.
Anthony rolls ! $ $ % and sets the $ $ results aside.
He keeps ! % for a sum of 6 points.
Beth rolls @ @ # $ and sets aside a @ and $ .
She keeps @ $ for a sum of 6 points.
Carla rolls % % ^ ^ and sets aside the ^ ^ results.
She keeps % % for a sum of 10 points.
Once all players are ready, they reveal their sums.
Anthony and Beth each have 6 points, so they both match another player.
They are eliminated from the round, scoring 0 points.
Since Carla is the only player left, she scores 1 point.
The next round begins, and each player rolls their four dice (again keeping their
results concealed).
Anthony rolls # ^ ^ ^ and keeps # ^ for a sum of 9 points.
Beth rolls ! # % ^ and keeps ! ^ for a sum of 7 points.
Carla rolls ! @ @ $ and keeps @ $ for a sum of 6 points.
Once all players are ready, they reveal their sums.
Beth scores 1 point because she has the second-highest sum.
Anthony and Carla were not eliminated, but still score 0 points this round.
Beth and Carla now each have 1 point.
The next round begins.

Two-Player Variant
For a two-player game, each player must also secretly roll two additional
“robot” dice. It is helpful if the robot dice are easily distinguishable from the
player dice.
After choosing your own two dice, also secretly choose one of your robot dice.
When the players reveal their dice, the robot dice are also revealed.
The two revealed robot dice (yours and your opponent’s) are combined to
form a third “robot” player, and the sum of the robot’s dice is compared to the
players’ dice according the normal rules.
Record the robot’s score as though it were any other player, then retrieve your
robot dice for the next round. It is entirely possible for the robot to win the
game, in which case both players lose!

29
NO QUARTER
• 2 players
• 10 standard six-sided dice
You are the captain of a well-armed ship, caught in a broadsides battle against
an enemy vessel captained by your opponent. As you race forward, you fire at the
other ship, and bark orders to your crew!

30
Each player takes three dice and arranges them in a row, showing ^ % ^ . These
represent the Fore, Mid, and Aft sections of your ship, and the crew manning those
sections. Both ships are sailing in the same direction.

Setup
Player 1
Aft Mid Fore

^ % ^
^ % ^
Aft Mid Fore
Player 2

Each player takes two more dice. These are your combat dice, representing your
cannons and the gunners operating them. You are now ready to begin. Each round
consists of crew orders, taking aim, and combat.
CREW ORDERS — At the start of each round, conceal your ship dice from your
opponent using one hand. You may now swap the positions of your ship dice in
any way you see fit, including leaving them in place.
Keeping your ship concealed, let your opponent know when your crew orders are
complete.
TAKING AIM — With your ships still hidden, each of you must now declare which
section of your opponent’s ship you are targeting with your cannons (Fore, Mid, or
Aft). Once you have both declared your target, reveal your ship dice.
COMBAT — Now each player rolls their combat dice.
If the value showing on either of your dice is equal to or greater than the value
showing on the section you targeted on the enemy ship, it’s a hit! Your opponent
must reduce the value of the die for that section by 1.
If you roll a hit and you have rolled doubles, you have scored TWO hits on
the targeted section.
If both of your dice are showing values less than the section you targeted on the
enemy ship, you’ve missed, and one of your crew is lost in the chaos. You must
reduce the value of any one of your ship dice by 1 (you choose).
You could lose as many as two crew members in one round if your opponent
hits you AND your shot misses.
If a ship die showing a ! takes damage, that ship is sunk and the other player
wins. It is possible that both ships sink, resulting in a tie.
If neither ship has been sunk after resolving the combat dice, a new round begins
with the crew orders step.

31
EXAMPLE OF PLAY
Anthony and Beth each start the game with their ships set to ^ % ^ . They
then conceal their ships from one another and decide whether to swap any of
the dice around.
Anthony leaves his ship as it was. Beth decides to swap her Mid and Aft
sections.
Anthony Beth

^ % ^ ^x% ^
Aft Mid Fore Aft Mid Fore

Once they are both ready, they declare where they are attacking the other ship.
Anthony announces “Mid!” Beth announces “Fore!” Then they reveal their
ships to one another.
Each player rolls two combat dice.

Anthony rolls ## .

The Mid section of Beth’s ship is a ^ , so Anthony needed to roll ^


results in order to hit. Since he missed, he must reduce one of his ship
sections by 1 after combat is done.

Beth rolls @^ .

The Fore section of Anthony’s ship is a ^ , and Beth rolled one ^


result, so her shot deals 1 damage, immediately reducing it to % .

Anthony Beth

^ % % % ^ ^
Aft Mid Fore Aft Mid Fore

It is now the end of combat, so Anthony takes his penalty for missing his shot
and reduces the Fore section of his ship by 1.

Anthony Beth

^ % $ % ^ ^
Aft Mid Fore Aft Mid Fore

They conceal their ships for the next crew orders phase.
Anthony swaps his Mid and Fore sections. Beth does not swap any dice.

Anthony Beth

^ $x% % ^ ^
Aft Mid Fore Aft Mid Fore

32
EXAMPLE OF PLAY (continued)
Once they are both ready, they declare where they are attacking the other ship.
Anthony announces “Mid!” Beth also announces “Mid!” Then they reveal
their ships to one another.
Each player rolls two combat dice.

Anthony rolls ^^ .

The Mid section of Beth’s ship is a ^ , so Anthony needed to roll ^


results in order to hit. Anthony rolled a hit and rolled doubles, so he
scores two hits on the Mid section of Beth’s ship, reducing it to $ .

Beth rolls $% .

The Mid section of Anthony’s ship is a $ . Both of Beth’s dice are equal to or
higher than Anthony’s Mid section, but since she did not roll doubles, only one
hit occurs. Beth’s shot deals 1 damage, immediately reducing Anthony’s Mid
section to # .

Anthony Beth

^ # % % $ ^
Aft Mid Fore Aft Mid Fore
Combat is now resolved. They conceal their ships and start the crew orders
phase of the next round.

33
SKEET
• 2-4 players
• 1 standard six-sided die per player
(ideally of different colors)
• 15 playing cards or coasters (any cards of
equal size will work)
Blast the most targets
in this silly dexterity
game and win!

Each player takes a card and one die. Set the other cards aside to form a draw pile.
Move a card from the draw pile to the middle of the table — this is your first target.
Try to position yourself across from the other player(s). Place your own card two
card-lengths away from the target (use other cards to measure so that all players
are the same distance away from the target). This is your base card. Then put your
die anywhere on your base card.
Choose someone to say “Three, two, one, PULL!” Then all players flick their die
from their base cards toward the target.
There is no required technique to flicking the dice.
Do whatever feels fair and fun. Remember to say
“Three, two, one, PULL!” each time so that all
players get an equal number of flicks at
the target.

34
If any part of your die lands on top of the target, you may be able to claim the card:
If only one player’s die lands on the target, that player claims the card.
If multiple dice land on the target, the player whose die landed on the target and
shows the highest value claims the card.
If everyone misses the target, or if there is a tie for the highest-value die on the
target, all players retrieve their dice and flick again!
As you claim cards, form a personal score pile near your base card. Your score pile
is out of play. The only valid target is the card in the middle of the table.
After a player claims a target, place a new target card in the middle of the table and
keep shooting!
The game ends when the last card from the draw pile is claimed. The player with
the most cards in their score pile wins!

EXAMPLE OF PLAY
One card is moved from the draw pile to the middle of the table to use as the
target.
Anthony and Beth place their bases on opposite sides of the table from one
another, with the target between them.
Anthony places his die near the front of his base card, and Beth places her die
near the center of hers.
Beth says “Three, two, one, PULL!” Both flick their dice at the same time, but
both of them miss the target card entirely. They retrieve their flicked dice and
place them back on the base cards.
Beth again says “Three, two, one, PULL!” They flick their dice and this time
they both manage to land their dice on the target card.
Beth’s die shows # and Anthony’s die shows ! , so Beth wins the shot. She
moves the target card to her score pile.
A new target card is drawn and placed in the center of the table, just as before.
Beth says “Three, two, one, PULL!” Both flick their dice, and they both once
again manage to land their dice on the target . . . but both dice are showing a $
result. Since they tied, no one gets the card. They must reset and shoot again.
Beth says “Three, two, one, PULL!” They both flick their dice and this time
Anthony’s die lands on the target card, but Beth’s does not. Anthony claims the
target card, moving it to his score pile.
A new card is placed in the center of the table, and they continue playing until
all of the target cards are claimed.

35
DEADLY DIG
• 2+ players
• 6 standard six-sided dice per player
• paper and pencil for scoring
You and the other players are all treasure hunters, exploring a dark and deadly
crypt. Each step deeper into the crypt will be more valuable, but also more
dangerous!

36
The game is played in rounds, each consisting of multiple turns.
At the start of the round, place all dice in the center of the table to form a dice
pool. Everyone takes six dice from the pool and rolls them to start the first turn:
If you rolled any ! results, move one of them to your Treasure Pile, keeping
the value showing. You are now ready for the next turn.
On the first turn of the round only, if you did not roll any ! results, return
one die to the dice pool. That die is lost, leaving you with fewer to roll next turn.
Your Treasure Pile is empty.
All players must now simultaneously indicate whether they intend to TURN
BACK or CONTINUE. Players with empty Treasure Piles after the first turn must
continue. Count aloud as a group, “One, two, three!” On “three,” each player
reveals their intent by showing either a thumbs-down (TURN BACK) or a thumbs-
up (CONTINUE) gesture.
If you TURN BACK, you do not participate in the next turn. Record the total
sum showing on the dice in your Treasure Pile, then return all of your dice,
including your Treasure Pile, to the pool. You must wait until the start of the
next round.
All players that decided to CONTINUE now start the next turn.
On the second turn, all continuing players roll their remaining five dice (you do not
roll the dice in your Treasure Pile). This time you want to roll @ results (the target
number will always match the current turn number).
If you rolled at least one @ , move one of them to your Treasure Pile, keeping
the value showing. You are now ready for the next turn.
If you did not roll any @ results, you have been chased back to the camp by a
m-m-monster! Unfortunately, you also dropped all your treasure along the way.
Return all of your dice, including those in your Treasure Pile, to the pool. You
score 0 points this round. You must sit out until the start of the next round.
If any players were chased back to camp this turn, all remaining players take one
bonus die from the dice pool, adding to the number of dice they will roll if they
choose to continue.
This bonus only applies when players were chased back to camp, not when
players turned back.
Now all remaining players must decide whether to TURN BACK or CONTINUE,
just as before. As long as there are any players continuing, follow the steps
described above for each turn, looking for $ results on the fourth turn, % results
on the fifth turn, and ^ results on the sixth turn.
If you are able to successfully roll a ^ result on the sixth turn, you must return
to camp. Score your Treasure Pile, then return all of your dice to the dice pool.
Once all players are back at camp, the round ends and the next round begins. The
player with the highest score at the end of six rounds wins.

37
EXAMPLE OF PLAY
Anthony, Beth, Carla, and David each roll their six dice to start the first round,
hoping to roll a ! result:
Anthony rolls !@##%^ and sets aside the ! .

Treasure Pile: !
Beth rolls @ # # $ % ^ . Since she did not roll any ! results, she must
return one die to the dice pool and wait until the next roll.

Beth’s Treasure Pile is empty.

Carla rolls !!@#^^ and sets aside a ! .

Treasure Pile: !
David rolls @ $ $ % % % . Since he did not roll any ! results, he also
returns one die to the dice pool and waits until the next roll.

David’s Treasure Pile is empty.

Now Anthony and Carla must decide whether they wish to turn back or
continue. Beth and David have empty treasure piles and therefore must
continue. Carla counts, “One, two, three!” Everyone gives a thumbs up,
indicating they will all continue.
All continuing players roll their remaining five dice, this time looking for a @
result:
Anthony rolls ! # % % % . Since he failed to roll a @ , Anthony has been
chased back to camp. He scores 0 points and is eliminated from the round.
All of his dice are returned to the dice pool.
Beth rolls: ! # $ % . Since she failed to roll a @ , Beth has been chased
back to camp. She scores 0 points and is eliminated from the round. All of
her dice are returned to the dice pool.
Carla rolls: !@@$% and moves a @ to her treasure pile.

Treasure Pile: !@
David rolls: @#%^^ and moves the @ to his treasure pile.

Treasure Pile: @
Carla and David each take one bonus die from the dice pool because at least
one person was chased back to camp this round. Even though two players were
chased back to camp in this case, only one die is added.
Now Carla and David must indicate if they want to turn back or continue, but
Anthony and Beth have been eliminated from this round. Carla and David both
give a thumbs up and then roll their remaining five dice:
Carla rolls: @#$%% and moves the # to her treasure pile.

Treasure Pile: !@#

38
EXAMPLE OF PLAY (continued)
David rolls: !@#$^ and moves the # to his treasure pile.

Treasure Pile: @#
Carla and David both give a thumbs up, indicating they will continue.
Carla rolls !$$% and moves a $ to her treasure pile.

Treasure Pile: !@#$


David rolls ! ! % ^ . Since he failed to roll a $ , David has been chased
back to camp. He scores 0 points and is eliminated from the round. All of his
dice are returned to the dice pool.
Carla adds one die to her dice pool since David was chased back to camp.
Carla now gives a thumbs down to indicate she wishes to turn back and
score. She records 10 points for the dice in her treasure pile ( ! @ # $ )
and returns all of her dice to the dice pool.
The round ends. All four players start the second round by taking six dice from
the dice pool and rolling them, once again hoping for a ! result.

39
HEXICAN TRAIN
• 2+ players
• 8 standard six-sided dice per player
• paper and pencil for scoring
In this dice-based twist on a classic dominoes game, players use pairs of dice to
create a long train. Get stuck with dice at the end, however, and your game will
derail quickly!

40
Choose a player to be the dealer for the first round. All players roll their eight dice,
keeping them hidden from the other players. The dice will not be rolled again until
the next round.
The dealer chooses two dice to form a “domino” — two dice linked together. In this
case, the dealer makes a @ % domino and places it in the center of the table. This
is the “lead” domino.
@%
The player to the dealer’s left must create a domino from their own dice that can
connect to either end of the lead, if possible, creating a chain of dice.
If the dealer plays a @ % domino as shown above, the next player must make a
domino that includes at least one @ or % . That new domino must connect to
the lead domino on the matching side. The example below shows two possible
plays, one with a $ @ domino, and another with a % # domino.
$ @ d@ % a% #
The next player must then play a domino that connects to either end of the domino
chain in the same way — by matching one of the end numbers. Each new domino
creates a new pair of options for the next player. If the player in the previous
example played the @ $ domino, the chain would look like this for the next
player:
$@@%
If a player cannot play a domino to the chain, they must pass their turn to the next
player. If all players pass consecutively, the round ends.
If a player has no dice left when it’s their turn to play, the round ends. For clarity,
this means the turn after they played their last dice.
All players who still have dice remaining score 1 point for each of their un-played
dice. After scoring, all players replenish their eight dice, and the next round begins.
The player to the dealer’s left becomes the new dealer.
When any player has 10 points or more at the end of a round, the game ends. The
player with the lowest score wins.

EXAMPLE OF PLAY
Anthony, Beth, and Carla each roll their eight dice, keeping them all hidden
from the other players. Anthony is the dealer for the first round.

Anthony rolls !##$%%^^ .

Beth rolls !@#$$%%^ .

Carla rolls !@@@$%%^ .

Anthony is the dealer, so he starts the train by making a #% domino. It is


now Beth’s turn.

Anthony’s Remaining Dice: !#$%^^


Domino Train: #%
Beth makes a % $ domino and connects it to the % end of the train. It is
now Carla’s turn.
41
EXAMPLE OF PLAY (continued)
Beth’s Remaining Dice: !@#$%^
Beth’s Play: # % a% $
Domino Train: #%%$
Carla makes a $ @ domino and connects it to the $ end of the train. It is
now Anthony’s turn.

Carla’s Remaining Dice: !@@%%^


Carla’s Play: # % % $ a$ @
Domino Train: #%%$$@
Anthony makes a %# domino and connects it to the # end of the train. It is
now Beth’s turn.

Anthony’s Remaining Dice: !$^^


Anthony’s Play: % # d# % % $ $ @
Domino Train: %##%%$$@
Beth makes a @ % domino and connects it to the @ end of the train. It is
now Carla’s turn.

Beth’s Remaining Dice: !#$^


Beth’s Play: % # # % % $ $ @ a@ %
Domino Train: %##%%$$@@%
Carla makes a % @ domino and connects it to the % end of the train. It is
now Anthony’s turn.

Carla’s Remaining Dice: !@%^


Carla’s Play: % # # % % $ $ @ @ % a% @
Domino Train: %##%%$$@@%%@
Anthony does not have a @ or % , so he must pass. It is now Beth’s turn.
Beth does not have a @ or % , so she must pass. It is now Carla’s turn.
Carla makes a @ % domino and connects it to the % end of the train. It is
now Anthony’s turn.

Carla’s Remaining Dice: !^


Carla’s Play: @ % d% # # % % $ $ @ @ % % @
Domino Train: @%%##%%$$@@%%@
Anthony does not have a @ , so he must pass. It is now Beth’s turn.

42
EXAMPLE OF PLAY (continued)
Beth does not have a @ , so she must pass. It is now Carla’s turn.
Carla does not have a @ , so she must pass. The round ends because all players
passed consecutively.
Anthony has ! $ ^ ^ remaining, so he scores 4 points (1 point for each
die he did not play).
Beth has ! # $ ^ remaining, so she also scores 4 points.
Carla has ! ^ remaining, so she scores 2 points.
The scores are recorded and a new round begins with Beth as dealer.

43
THREE-LEGGED RACE
• 2+ players
• 3 standard six-sided dice
• paper and pencil per player for scoring
Maintain a careful balance as you chase three high scores at once!

Each player creates three columns on their score sheet.


Choose a player to take the first turn.
On your turn, roll the three dice. Record the results of your roll according to the
rules below:
Each unique number rolled scores to a column by itself (you cannot score two
different numbers to the same column on the same turn).
If you roll a pair or triplet, those dice must be scored together to the same
column. This means you will score a 0 in one or two columns on that turn.
You choose which column(s) score. Below are some examples.
If you roll @ % ^ , one column scores 2, one scores 5, and the remaining
column scores 6.
If you roll @ @ ^ , the pair must score together in one column for 4, and
the 6 scores to a different column. The remaining column scores 0.
If you roll @ @ @ , all three must score together in one column for 6. The
remaining two columns score 0.
Keep a running total of each of the columns on your score sheet. Once you’ve
scored your dice, pass the dice to the player to your left so they can take their turn.
44
As soon as any of your columns totals 50 or more, you must stop. The other
players must continue taking turns until they also have 50 or more in at least one
column.
Turns can be taken simultaneously if all players have three dice of their own.
The number of turns each player takes is not important — if each player has their
own dice, everyone can roll and score at their own pace.
When all players have stopped, each player scores points for each column based on
how far away that column’s total is from the number 50 (either above or below 50).
For example, a column with a total of 41 is nine less than 50, so it is worth
9 points. A column with a total of 53 is three more than 50, so it is worth 3
points.
Add up the points scored for each of your three columns. The player with the
lowest total wins.

EXAMPLE OF PLAY
Anthony rolls !$% .
He places 5 in the first column, 1 in the second column, and 4 in the third
column.
Beth rolls @@# .
She places 3 in her first column, 4 in her second column (the double @@
must be scored together), and 0 in the third column.
On his second roll, Anthony ends up with ### .
He places 0 in the first column, 9 in the second column (the triple ###
must be scored together), and 0 in the third column.
On her second roll, Beth rolls @$% .
She places 4 in the first column, 2 in the second column, and 5 in the third
column.
They continue rolling their three dice and recording the scores in this way until
each of them has at least one column that adds up to 50 or more. Anthony
finishes after 13 rounds, and Beth finishes after 17 rounds.
Now they calculate their points:
Anthony’s first column has 51, which is 1 away from 50. It is worth 1 point.
His second column has 44, which is 6 away from 50. It is worth 6 points.
His third column has 45, which is 5 away from 50. It is worth 5 points.

Adding the points from his three columns, Anthony scores a total of 12
points.

Beth’s first column has 51, which is 1 away from 50. It is worth 1 point.
Her second column has 51, which is 1 away from 50. It is worth 1 point.
Her third column has 49, which is 1 away from 50. It is worth 1 point.

Adding the points from her three columns, Beth scores a total of 3 points.

Beth has the lower total score and wins the game!

45
BACKHAND
• 2 players
• 10 standard six-sided dice
• paper and pencil for scoring
Serve! Volley! Lob! Smash! Roll dice to simulate hitting a tennis ball back and
forth, sometimes spending energy to make more powerful shots.

46
Each player takes five dice and then sets one with its ^ face showing. This die
represents your energy level and will not be rolled. Choose a player to be the first
server. The server makes the first swing to start a point.
Each time you make a swing, you must choose which type of swing it will be:
Roll three dice for a normal swing.
For a power shot, reduce the value of your energy die by 1 and then roll four
dice.
You may only make six power shots per game. If your energy die is at ! and
you make another power shot, set the energy die out of play. You may not
make a power shot if your energy die is out of play.
Place the two highest-value dice from your swing roll in front of you so your
opponent can see them. The sum of these two dice is the strength of your shot.
Your opponent must now make a swing in an attempt to return your shot.
To hit your opponent’s shot, choose to make either a normal swing or power shot,
as described above. The strength of your shot must be equal to or greater than the
incoming shot. For example, if your opponent hits a shot with strength 8, your
swing roll must generate two dice that add up to 8 or more.
If you succeed, set your two highest-value dice from that roll in front of you so
your opponent can see them. This becomes the new shot, which your opponent
must now try to return.
If you fail, your opponent scores 1 point, and you become the new server.
Continue trading shots and points back and forth like this until one player reaches
5 points. That player wins.
As in real tennis, the server has a slight advantage. To counteract this, you can
play multiple “sets” before determining a winner, where each player takes a turn
as the first server of the set. When a player scores 5 points, the set ends and the
next set begins.

EXAMPLE OF PLAY
Anthony is the first server, and he chooses to make a normal swing. He rolls
three dice, resulting in ! ! % .
He then places a ! and the % in the center. Anthony’s shot strength is 6.
Beth decides to return the shot with a normal swing and rolls !#$ .
She places the # and $ in the center. Her shot strength is a 7, which
Anthony must now deal with.
Anthony chooses to return with a power shot. He reduces his energy die from
^ to % and rolls four dice, resulting in # # % % .
He places the %% in the center. Anthony’s shot strength is 10.
Beth chooses to return with a normal swing and rolls @#^ .
Her two highest dice do not add up to 10 or more, so Anthony scores 1 point.
It is Beth’s turn to serve, and she must now decide what type of swing to make.

47
UNRELIABLE FLYING OBJECT
• 2+ players
• 5 standard six-sided dice per player
• paper and pencil for scoring
You and the other players are members of the same spaceship crew, trying to
return home. Your ship is pretty battered from the last mission, and things are
constantly breaking, risking the lives of everyone aboard. Can you work together as
a team to keep the ship flying, or will you die in space?
At the start of each round, all dice are placed in the center of the table. Each player
then takes three dice. The dice remaining in the center of the table represent your
ship. The number of ship dice will vary based on the number of players.
Roll the ship dice (any player may do this) and sort them by value.
In a four-player game, your ship might look like this after rolling:
!!##$$$^
Each die represents a problem with the ship
that the team must fix. The value of
the die indicates where the
problem occurred:
! – Crew (6 durability)
@ – Shields (5 durability)
# – Hull (4 durability)
$ – Engines (3 durability)
% – Weapons (2 durability)
^ – Life Support (1 durability)
List each ship category and its durability on a piece of paper. The durability
indicates how much damage that part of the ship can take before the ship is lost.
You can track damage as the game progresses by placing tally marks next to each
category. If a ship category takes damage equal to or greater than its durability
before the last round, the ship is lost and the players lose.
For an easier game, the game ends after eight rounds.
For a normal game, the game ends after nine rounds.
For a more difficult game, the game ends after ten rounds.
Once the ship is created, all players roll their three dice.
Working as a team, players then match their dice to the ship categories needing
attention. If a player is able to match a die (or group of dice) to a ship die, the
problem has been fixed! That ship die AND the dice used to fix it are set aside, out
of play.
You may combine lower-value dice to fix a higher-value die (combine a @ and
a $ into a ^ , for example), but you cannot exchange or combine dice with
another player.
48
Players may ask for help from the team about how best to allocate their dice,
but other players should not offer advice unless asked.
Once all players have allocated their dice, they must set aside any unallocated
dice. Each remaining ship die that has not been fixed deals 1 damage to its
corresponding ship category.
Record the damage on your piece of paper.
If the ship is not destroyed and you have not yet completed the last round, the
next round begins.
If the ship has not been lost by the end of the last round, you make it home and
everyone wins!
If the ship is lost, everyone loses. Play again!

EXAMPLE OF PLAY
Using the four-player game example from above, the ship dice look like this at
the start of the round:
!!##$$$^
Anthony rolls !@@.
This can fix a ! , and the @ @ results can be combined to fix a $ .

The ship now looks like this:


!!##$$$^
(In this example, the gray dice have been fixed — you would normally set them
aside.)

Beth rolls !^^.


This can fix a ! and ^ , but Beth’s remaining ^ is useless.

The ship now looks like this:


!!##$$$^
Carla rolls
!@%.
The ! and @ results can be combined to fix a # , but Carla’s remaining %
is useless.

The ship now looks like this:


!!##$$$^
David rolls !!! .
All three of David’s dice can be combined to fix the remaining # .

The ship now looks like this:


!!##$$$^
There are two $ results that could not be fixed, so the Engines section of the
ship takes 2 damage. If Engines takes another point of damage, the ship is lost!
The next round begins by rolling a new batch of ship dice.

49
CLOSING BELL
• 2+ players
• 6 standard six-sided dice per player plus 4 additional standard six-sided dice
• 1 opaque cup
• paper and pencil per player for scoring
In this stock market game, you will invest in your dice, hoping to score big points
when the market closes. Careful . . . you could bust and go home empty-handed!

50
The game is played in rounds, each consisting of up to four market phases.
Everyone plays simultaneously, but someone will need to manage the market dice
during play. Each player needs six dice. The market will use four dice.
Each round starts with four market dice in the cup. At the start of each market
phase during the round, one die will be removed. After the fourth market phase is
resolved, a new round begins with four dice in the cup once again.
In the first market phase of the round, there should be four dice in the cup. Shake
the cup and bring it down to rest on the table so the dice are completely hidden
from all players.
All players then roll their six dice.
Each player now locks at least one die of any single value. Regardless of the value
that is chosen, all dice showing that value must be locked.
The values showing on the unlocked dice are still important, so be careful not
to disrupt them.
Once all players have locked their dice, lift the cup to reveal the market dice, and
each player checks the results:
If none of your dice match any of the market dice — either in your locked
or remaining dice — you bust and score 0 points for the round. You cannot
participate in another market phase until the next round.
If none of your locked dice match any of the market dice, but at least one of
your unlocked dice matches a market die, you score 0 points this market phase
. . . but you do not bust — you must continue to the next market phase.
If any of your locked dice match any of the market dice, several options become
available:
a) SCORE your locked dice, ending your round.
b) CONTINUE to the next market phase, scoring nothing this round (push
your luck to try for even more points).
If you choose to end your round and score, set aside all of your dice (locked and
unlocked) that do not match the current market dice.
You must score your dice at the end of the fourth market phase.
Each locked die that matches a value showing on the market dice is worth points
equal to the current market phase (regardless of the value showing on the dice).
To score your dice, follow these steps:
1. Count how many locked dice you have that match any of the market dice.
Ignore any market dice that do not match your locked dice.
2. Add the number of market dice you matched to your total from the previous
step.
3. Multiply your new total by the current market phase number (multiply by one
in the first market phase, by two in the second, by three in the third, and by four
in the fourth). The result is your score for the round.
4. Record your score, adding to your score from previous rounds.

51
After all players that wish to do so have scored, if there are players continuing to
the next market phase, set aside one of the market dice, and return the rest to the
cup. There will be three market dice in the second phase, two market dice in the
third phase, and one market die in the fourth phase.
Play the second, third, and fourth market phases exactly as described above —
players will bust, score, or continue to the next round.
Players that have not busted or scored in a previous phase must score at the end
of the fourth market phase.
Once all players have either busted or scored, the round ends and a new round
begins with four market dice in the cup once again.
At the end of any round in which any player achieves a total score of 50 points or
more, the game ends. The player with the highest total score is the winner.

EXAMPLE OF PLAY
Anthony and Beth are playing. It is the first market phase, so there are four
market dice in the cup. The cup is shaken and brought down on the table so the
dice are concealed within.
Anthony and Beth each roll their six dice:
Anthony rolls !#$$%% and chooses to lock the $ results.

Locked: $$ Unlocked: !#%%


Beth rolls @@$$%^ and chooses to lock the % result.

Locked: % Unlocked: @@$$^


The market dice are revealed: !##%
It is the first market phase, so each matching locked die is worth 1 point.
Anthony has no matching locked dice, but does have matching unlocked dice.
He continues on to the second market phase, but scores 0 points this market
phase.
Beth’s locked % plus the % in the market means she could score two
dice. Since it is the first market phase, those dice are worth 1 point each,
for a total of 2 points. She chooses not to score and continues to the second
market phase to try for more points.
One market die is set aside. The remaining three market dice are returned
to the cup, shaken, and brought down to the table, again keeping the results
concealed.
Each player rolls their unlocked dice:
Anthony rolls !!%^ and chooses to lock the ! results.

Locked: !!$$ Unlocked: %^


Beth rolls ###$% and again chooses to lock the % result.

Locked: %% Unlocked: ###$

52
EXAMPLE OF PLAY (continued)
The market dice are revealed:
$%^
It is the second market phase, so each matching locked die is worth 2 points.
Anthony’s locked $ $ plus the $ in the market mean he can score three
dice. Since it is the second market phase, those dice are worth 2 points each,
for a total of 6 points. He chooses to continue to the third market phase and
possibly score more points.
Beth’s locked % % plus the % in the market mean she can score three
dice. Since it is the second market phase, those dice are worth 2 points
each, for a total of 6 points. She also chooses to continue to the third market
phase.
One market die is set aside. The remaining two market dice are returned to the
cup, shaken, and brought down to the table, again concealing the results.
Each player rolls their unlocked dice:
Anthony rolls !$ and chooses to lock the $ result.

Locked: !!$$$ Unlocked: !


Beth rolls !@@% and chooses to lock the @ results.

Locked: @@%% Unlocked: !%


The market dice are revealed: @#
It is the third market phase, so each matching locked die is worth 3 points.
Anthony has NO matching dice and busts, scoring 0 points for the round.
Anthony must now sit out until the first market phase of the next round.
Beth’s locked @ @ plus the @ in the market dice means Beth can score
three dice. Since it is the third market phase, those dice are worth 3 points
each, for a total of 9 points. Beth is feeling lucky now and chooses to
continue to the fourth market phase.
One market die is set aside. The single remaining market die is returned to the
cup, shaken, and brought down to the table, again concealing the result.
Anthony busted last round and cannot play this phase.
Beth rolls $% and chooses to lock the % result.

Locked: @@%%% Unlocked: $


The final market die is revealed: @
It is the fourth market phase, so each matching locked die is worth 4 points.
Since it is the fourth market phase and Beth did not bust, she must score her
matching dice.
Beth’s locked @ @ plus the @ in the market dice means Beth can score
three dice. Her matching dice are worth 4 points each, so Beth scores 12
points.
All four market dice are returned to the cup and a new round begins. All players
are back in the game for the first market phase of a new round.

53
CRAPSIZE
• 2+ players
• 6 standard six-sided dice per player plus 2 additional standard six-sided dice
• paper and pencil for scoring
• 1 deck of cards (you will need additional decks for 5+ players)

Shipping Lanes
Each player must create a “shipping lane” in front of them. We
recommend using playing cards — the 6, 5, 4, 3, 2, and Ace of one suit,
and a face-down card at the end.
6 5 4 3 2 A
♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥

♥ ♥ ♥ ♥ ♥
♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥
6 5 4 3 2 A

54
You and the other players are competing to contract cargo ships which will bring
valuable goods to port. Staying out at sea too long is risky, however, as the weather
can endanger your entire fleet. Will you gamble on long voyages for big money, or
will you play it safe and stay close to home?
Each player takes six dice. The remaining two dice are the “storm” dice, which will
be rolled separately each turn.
Phase 1: Contract Ships
At the start of the game, you have not yet contracted any ships, so you will roll
all six dice. After the first round, you will roll all of your dice that are not “at sea”
(explained below).
In later rounds, it is possible to have all of your dice at sea, leaving you with
no dice to roll. No problem — just wait for the other players to complete the
Contract Ships phase, and then everyone moves to Phase 2.
You will use the results of your roll to form “ships” of two stacked dice. These ships
can score points for you if they survive the journey.
Choose one die to be the “days” die, showing how many days at sea the ship will
travel (place this die on the bottom).
Then choose another die to be the “cargo” die, showing the value of the cargo
being shipped (stack this on top of the days die).
Place the contracted ship (the stack of two dice) on the card in your shipping
lane that matches the days die for that ship. For example, if you contract a ship
for # days, you will place that ship on card 3 in your shipping lane, regardless
of the value of the cargo for that ship.

Scoring Summary
When a ship makes it to port, the cargo is multiplied by the days to determine
how many points you score for that ship. Additionally, ships made of doubles
— two matching dice — score 2 bonus points. Ships also score points each day
they spend at sea, so longer trips can be very rewarding. See Phase 3 for more
on scoring.

Your ships can be assembled any way you choose. You may contract multiple ships
in the same round, if you have enough dice available to do so. Multiple ships can
occupy the same card in a shipping lane.
You are not required to contract any ships. You may have three ships already at
sea, for example, or you simply may not be satisfied with your dice roll. In any
case, if you have unused dice, set them aside until the next round.
Once all players have completed the Contract Ships phase, move to Phase 2.

55
Phase 2: Weather Report
If there are any ships at sea (in any player’s shipping lane), check the weather by
rolling the two storm dice. Any player may do this — the result affects all players.
If no doubles are rolled on the storm dice, there is no storm and all ships are
safe for the round.
If doubles are rolled, a storm hits the shipping lanes — all ships on cards equal to
or higher than the value of *one* of those dice are lost at sea!
For example, if you roll # # , a storm has hit shipping lanes 3 and higher.
All ships on cards 3, 4, 5, and 6 are lost. Ships on cards 1 (ace) and 2 are safe.
If the weather dice show !! , then all ships in all shipping lanes are lost.
When a ship is lost, remove the dice from the card and set them aside — those
dice will be rolled again in the next Contract Ships phase.
Once the Weather Report is resolved, move to Phase 3.
Phase 3: Ships Move & Scoring
Now all ships move one card closer to port — move them to the next lower-number
card. Any ships that were on the 1 (ace) move to the face-down scoring card.
To help avoid confusion when scoring, move the ships from card 1 (ace) to the
face-down scoring card first. Then move ships from card 2 to card 1 (ace), then
from card 3 to card 2, and so on.
Once all ships have been moved, points are tallied for the round:
First, score all ships on your face-down scoring card first. To score a ship,
multiply the cargo die by the days die. Add 2 bonus points if the days and
cargo dice match (doubles).
Scoring Examples

A ship with ^ cargo at sea for $ days is worth 24 (6¥4), plus an additional
6 for the days spent at sea (3+2+1), making it worth a total of 30 points.

A ship with # cargo at sea for # days is worth 9 (3¥3) plus 2 for the
double, plus 3 for the days spent at sea (2+1), making it worth a total of 14
points.
56
A ship with % cargo at sea for ! day is worth 5 (5¥1), but it scores nothing
for the days spent at sea, making it worth a total of 5 points.

Then, if you have any ships still at sea, score points equal to the number of
the shipping lane card each of your ships is currently occupying. If there are
multiple ships on a card, each ship scores for the card it occupies.
For example, if you did not score any ships in step 1, but you have one ship
on card 3 and two ships on card 1 (ace), you still score 5 points this round
(3+1+1).
Finally, record your score, adding to your score from previous rounds.
Note that scores are public information during the game. Knowing the other
players’ scores can (and should) influence the decisions you make over the
course of the game.
Once all players have recorded their scores for the round, if any player has scored
100 points or more, go to Phase 4. If not, start a new round at Phase 1.
Phase 4: End of Game
When any player’s score is 100 points or more after scoring is complete for the
round, the game ends. Ships still at sea are lost. The player with the highest total
score wins!

EXAMPLE OF PLAY
It is the start of the first round. Each player rolls their six dice.

Anthony rolls !!@$$$ .

Beth rolls !@@#$^ .

Anthony contracts two ships by placing !! on day 1, and $$ on day 4.


Anthony
6 5 4 3 2 A

$$ !!

He keeps his last two dice reserved for later.


Beth makes three ships by placing $! on day 1, @@ on day 2, and #^ on
day 6.
Beth
6 5 4 3 2 A

#^ @@ $!

She has no dice in reserve.


The weather dice are rolled and show @^ , so there is no storm this round.

57
EXAMPLE OF PLAY (continued)
All of the ships travel forward one space and the players score.
Anthony
6 5 4 3 2 A

$$ !!

Anthony scores 3 points for the !! ship that made it to port (1¥1 +
2 bonus). He also scores 3 points for the ship sitting on day 3 in his
shipping lane.
He has a total of 6 points now, with four dice to roll next round (his two
reserved dice and the two dice from the ship that scored this round).
Beth
6 5 4 3 2 A

^# @@ $!

Beth scores 4 points for the $! ship that made it to port (1¥4). She also
scores 5 points for the ship sitting on day 5 in her shipping lane and 1
point for the ship on day 1 in her shipping lane.
She has a total of 10 points now, with two dice to roll next round (the
two dice from the ship that scored this round).
It is now the start of the next round. Each player rolls their available dice.

Anthony rolls #$^^ .

Beth rolls @$ .

Anthony contracts two ships by placing $# on day 3 and ^^ on day 6.


Anthony
6 5 4 3 2 A
$$
^^
$#

He has no dice in reserve.

58
EXAMPLE OF PLAY (continued)
Beth contracts one ship by placing @$ on day 4.
Beth
6 5 4 3 2 A

#^ @$ @@

She has no dice in reserve.


The weather dice are rolled and show $$ . A storm hits all ships on days 4, 5,
and 6 in each player’s shipping lane!

Anthony loses his ^^ ship from day 6.

Beth loses her #^ and @$ ships from days 4 and 5.

All of the ships travel forward one space and the players score.
Anthony
6 5 4 3 2 A

$$ $$
$# $#

Anthony scores 4 points for his ships that are at sea (2 points for each ship
sitting on day 2 in his shipping lane. This is added to his previous total.
He has a total of 10 points now, with two dice to roll next round (the two
dice from the ship lost in the storm).
Beth
6 5 4 3 2 A

@@

Beth scores 6 points for the @@ ship that made it to port (2¥2 + 2
bonus). This is added to her previous total.
She has a total of 16 points now, with all six dice to roll next round (the
two dice from the ship that scored and the four dice from the ships lost in
the storm).
It is now the start of the next round.

59
PARTICIPATION AWARD
• 2+ players
• 4 standard six-sided dice per player
• paper and pencil for scoring

60
You and the other players must work together to defeat monsters, but you’re all a
bit lazy and really don’t feel like working too hard.
If the team does well, the players that did the most work earn the fewest points
. . . and those that did the least work earn the most points (and should be
thoroughly shamed by the rest of the team).
If the team does poorly, the players that tried the hardest to succeed earn the
most points . . . and the players that did the least earn the fewest points (and
should be thoroughly shamed by the rest of the team).
The game is played in rounds and ends when any player reaches the target score.
To find the target score, multiply the number of players in your game by 10. A
three-player game, for example, has a target score of 30 points.
Each player keeps three “adventure” dice and moves one die to the center of the
table. The dice in the center of the table are the “monster” dice.
At the start of the round, roll the monster dice (any player may do this). The sum of
the resulting roll is the size of the monster the team must defeat this round.
Each player rolls their three adventure dice and then chooses any number of those
dice (0, 1, 2, or 3) to contribute to defeating the monster. Keep your roll and your
chosen dice secret from the other players!

If you’re feeling confident that the rest of the team has things under control,
feel free to contribute zero dice to the center. What could go wrong . . . right?
The team will understand.

To defeat the monster, the sum of the entire team’s contributed adventure dice
must equal or exceed the sum of the monster dice. Otherwise, the team fails.
If the team SUCCEEDS:
The players with the lowest sum of adventure dice score points equal to the
number of players.
The players with the second lowest sum score points equal to the previous
score minus 1.
The players with the third lowest sum score points equal to the previous
score minus 2.
Continue scoring in this way until all players have scored.
Players that contributed equal amounts all score equally based on
wherever they fall in the scoring sequence. If there are multiple players
tied for the second-lowest amount, for example, they ALL score points
equal to the number of players minus 1.

61
If the team FAILS:
The players with the highest sum of adventure dice score points equal to the
number of players.
The players with the second highest sum score points equal to the number of
players minus 1.
The players with the third highest sum score points equal to the number of
players minus 2.
Continue scoring in this way until all players have scored.
Players that contributed equal amounts all score equally based on
wherever they fall in the scoring sequence.
Record the scores for the round, adding to your previous scores. If any player’s
score has met or exceeded the target score, the game ends, and the player with the
highest total score wins. If not, play another round!

EXAMPLE OF PLAY
At the start of a four-player game, the monster dice are rolled: @ ##%
The players all roll their adventure dice and secretly choose the dice they’d like
to contribute to the fight.
Anthony rolls ! $ $ and contributes $ .
Beth rolls # % % and contributes # .
Carla rolls ! ! ^ and contributes ! ! .
David rolls @ % ^ and contributes % .
Once everyone says they are ready, the contributed dice are revealed, and the
sum is compared to the sum of the monster dice:
Adventure dice (14): !!#$%
Monster dice (13): @##%
Since the adventure dice equal or exceed the monster dice, the team succeeds
and the monster is defeated!
Carla contributed the least (2) and scores 4 points (since there are four
players).
Beth contributed the next least (3) and scores 3 points (the previous score
minus 1).
Anthony contributed the next least (4) and scores 2 points (the previous
score minus 2).
David contributed the most (5) and scores 1 point (the previous score minus
3).
Everyone records their scores, and the next round starts with a roll of the
monster dice: ! ! @ $

62
EXAMPLE OF PLAY (continued)
The players all roll their adventure dice and choose the dice they’d like to
contribute to the fight:
Anthony rolls # $ ^ and contributes # .
Beth rolls ! @ % and contributes ! @ .
Carla rolls @ @ % and, feeling confident, contributes nothing.
David rolls ! % % and contributes ! .
Once everyone says they are ready, the contributed dice are revealed, and the
sum is compared to the sum of the monster dice:
Adventure dice (7): !!@#
Monster dice (8): !!@$
Since the adventure dice do not equal or exceed the monster dice, the team fails
to defeat the monster!
Anthony and Beth each contributed the most (3), so they both score 4 points
(since there are four players).
David continued the next most (1) and scores 3 points (the previous score
minus 1).
Carla contributed the least (0) and would have scored the most had the team
succeeded . . . but since they failed, Carla only scores 2 points (the previous
score minus 2).
Everyone records their scores, and the next round starts with a roll of the
monster dice.

63
LIQUID COURAGE
• 2+ players
• 6 standard six-sided dice per player
• paper and pencil for scoring
You and the other players are Dwarves. After centuries of peace, Dragons now
threaten your way of life. Tunnel into long-forgotten mines to find the tools to help
you survive the onslaught. With Dwarven beer to bolster your courage, only the
bravest Dwarves will be celebrated as legendary heroes!

The game is played in rounds. Each round consists of multiple die rolls. On every
roll of the game, you must roll at least one ! or ^ result.
To start the round, each player rolls their six dice.
If you fail to roll any ! or ^ results, you bust and score 0 points for the round.
If you succeed in rolling ! or ^ results, lock all of them by setting them to one
side.
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Then choose whether to STOP AND SCORE or CONTINUE (to try and improve
your score).
If you STOP AND SCORE, choose one of the following two methods:
A. Score 1 point for each locked ^ result, and 0 points for all locked !
results.
B. Score points equal to your total number of locked ! results multiplied by
your total number of locked ^ results.
Record your score, adding to any previous scores.
If you CONTINUE, roll all of your unlocked dice, PLUS any number of your
locked ! results (including none). You must roll at least one ! or ^ result,
or you bust and score 0 points.
After rolling, if you did not bust, lock your ! and ^ results, adding
them to any previously locked dice, and then choose whether to STOP AND
SCORE or CONTINUE.
Once all players have either stopped or busted, the round ends. If any player has a
total score of at least 50 points at the end of a round, the game ends and the player
with the highest total score wins. Otherwise, play another round!

EXAMPLE OF PLAY
Anthony, Beth, and Carla each roll their six dice to start the round.
Anthony rolls @##$%% .
He did not roll any ! or ^ results, so Anthony busts and scores 0
points.
Beth rolls !!@##% and locks the !! results.
She decides to continue and roll again.

Locked: !!
Carla rolls !@#$%^ and locks the !^ results.
She decides to continue and roll again.

Locked: !^
On her next roll, Beth chooses to re-roll a ! result along with her four
unlocked dice, giving her a total of five dice to roll this time.
She rolls # # $ $ % on her five dice.
She did not roll any ! or ^ results, so Beth busts and scores 0 points.
On her next roll, Carla chooses to keep her locked dice and rolls only her four
unlocked dice.
She rolls !@$^ and locks the !^ results.

Locked: !!^^
Carla decides to stop and score. Her two ! results multiplied by her two ^
results give her 4 points (2¥2). She records her score.
All three players start the next round by rolling their six dice once again.

65
DUELLO
• 2 players
• 6 standard six-sided dice
In this tense game of give-and-take, you must know when to attack and when to
guard. Boost your own score or steal from your opponent? Only one of you is left
standing in the end!

66
Each player starts with one die in front of them, set to a ! value. These are
“locked” dice. The remaining four dice are “unlocked” in the center of the table.
Choose a first player. That player rolls the unlocked dice:
If the unlocked dice in the center do not match any of the locked dice, swap
your highest value locked die with the lowest value unlocked die.
If the unlocked dice do match any of the locked dice on the table (including your
opponent’s locked dice), you may perform one of the following actions:
• Swap one of your dice with any unlocked die.
• Swap one of your opponent’s dice with any unlocked die.
• Lock one die that matches the value of any other locked die on the table.
Then your opponent takes a turn by rolling the remaining unlocked dice.
Keep alternating turns until all dice have been locked. Then the game ends and the
player with the highest sum showing on their locked dice wins. In the event of a tie,
play again!

EXAMPLE OF PLAY
Anthony and Beth each start with one die locked on ! .

Anthony locked: ! Beth locked: !


Beth goes first and rolls the four unlocked dice: ##%%
Since the rolled dice do not match any of Beth or Anthony’s locked dice,
Beth must swap the lowest value unlocked die, a # , for her highest value
locked die, a ! , which benefits Beth in this case.

Anthony locked: ! Beth locked: #


Anthony goes next and rolls the four unlocked dice: @@#^
Since the unlocked # does match one of the locked dice (Beth’s # ),
Anthony has several options:
• Swap his lowest locked die, a ! , with the highest unlocked die, a ^ .
• Make Beth swap her highest locked die, a # , with the lowest unlocked
die, a @ .
• Lock one die that matches any locked die (in this case, the # ).
Anthony chooses the last option and locks the # .

Anthony locked: !# Beth locked: #


Beth goes next and rolls the three unlocked dice: !$^
Since the unlocked ! matches Anthony’s ! , Beth has several options:
• Swap her lowest locked die, a # , with the highest unlocked die, a ^ .
• Make Anthony swap his highest locked die, a # , with the lowest
unlocked die, a ! .
• Lock one die that matches any locked die (in this case, the ! ).

67
EXAMPLE OF PLAY (continued)
Beth chooses the middle option and makes Anthony swap his # for the
unlocked ! .

Anthony locked: !! Beth locked: #


Anthony goes next and rolls the three unlocked dice: %%^
Since the unlocked dice do not match any locked dice, Anthony must swap
the lowest value unlocked die, a % , for his highest value locked die, a ! ,
which benefits Anthony.

Anthony locked: !% Beth locked: #


Beth goes next and rolls the three unlocked dice: @@%
Since the unlocked % matches Anthony’s % , Beth chooses to lock the % .

Anthony locked: !% Beth locked: #%


Anthony goes next and rolls the two unlocked dice: #$
Since the unlocked # matches Beth’s # , Anthony chooses to lock the # .

Anthony locked: !#% Beth locked: #%


Beth goes next and rolls the one unlocked die: !
Since the unlocked ! matches Anthony’s ! , Beth chooses to make Anthony
swap his % for the unlocked ! .

Anthony locked: !!# Beth locked: #%


Anthony goes next and rolls the one unlocked die: %
Since the unlocked % matches Beth’s locked % , Anthony chooses to lock the
%.
Anthony locked: !!#% Beth locked: #%
Since there are no unlocked dice left to roll, the game ends. The sum of
Anthony’s locked dice (10) is higher than the sum of Beth’s locked dice (8), so
Anthony wins!

68
LEFTOVERS
• 2 players
• 9 standard six-sided dice
• paper and pencil for scoring
Compete for points each round, but the player with the lower total for the round
gets to keep the leftovers as a bonus. Outwit your opponent and finish with the top
score!

69
Each player takes three dice. Then place three dice in the center of the table. The
center dice will be rolled every round, but they do not belong to either player.
At the start of the round, one player rolls the three center dice and places the
results in plain view.
Each player then rolls two of their dice, keeping the results secret from their
opponent.
After seeing the results of the rolls, each player then sets their third die to match
one of the values showing on the center dice. Keep this “set” die secret, as well.
When both players are ready, the secret dice are revealed.
Set aside the center dice that match each player’s “set” die.
Only remove one die from the center per matching “set” die, even if there are
multiple dice in the center that share that same value.
If both players chose the same value for their “set” die and there is only one
die of that value in the center, only one die is set aside.
For example, if the center dice are @ ^ ^ and both players set their third
die to ^ , both ^ results in the center are set aside, leaving the @ as the
leftover.
However, if both players set a @ as their third die, then only the @ in the
center is set aside, leaving the ^ ^ as the leftovers.
Then, each player finds the value of their dice:
If the sum of the three dice is an odd number, the value of the dice equals the
sum.
If the sum of the three dice is an even number, divide the sum by 2 to find the
value.
Players compare values, and the player with the lower value adds points equal
to the sum of the remaining center dice to the value (the player with the lower
value gets the leftovers). If both players have the same value, they both score the
leftovers.
Record the scores, adding to scores from previous rounds. If any player has 50
points or more after scoring, the game ends, and the player with the higher score
wins. If not, play another round!
In the event of a tie, play additional tiebreaker rounds until one player wins.

EXAMPLE OF PLAY
The center dice are rolled, resulting in @ $ % .
Anthony rolls # # and sets his third die to @ , keeping all of his dice
concealed.

Anthony: ##@
Beth rolls ! @ and sets her third die to $ , keeping all of her dice
concealed.

Beth: !@$

70
EXAMPLE OF PLAY (continued)
Once both players are ready, they simultaneously reveal their dice and the
center dice that match the players’ set dice are removed.
The @ and $ in the center are removed because Anthony set a @ and
Beth set a $ , and that leaves a % as the leftover.

% d@ $
The players then compare the sums of their dice.
Anthony’s # #@ add up to an even number (8), so it gets divided by 2.
His total is 4.
Beth’s ! @$ add up to an odd number (7), so it does not get halved. Her
total is 7.
Anthony’s score is less than Beth’s, so Anthony is awarded the leftover. The
leftover % is added to Anthony’s previous total of 4, bringing his score up to 9
for this round.
They each record their scores (Anthony: 9, Beth: 7), and the next round begins.
The center dice are rolled, resulting in #$$ .
Anthony rolls @% and sets his third die to $ , keeping all of his dice
concealed.

Anthony: @%$
Beth rolls ^ ^ and sets her third die to $ , keeping all of her dice
concealed.

Beth: ^^$
Once both players are ready, they simultaneously reveal their dice and the
center dice that match the players’ set dice are removed.
Since Anthony and Beth each set a die to $ , both of the $ results in the
center are removed, leaving the # as the leftover.

# d$ $
If each player had set their die to # , only the # result would have been
removed from the center, leaving both $ results as the leftover.
The players then compare the sums of their dice.
Anthony’s @ % $ add up to an odd number (11), so it does not get halved.
His total is 11.
Beth’s ^ ^$ add up to an even number (16), so it gets divided by 2. Her
total is 8.
Beth’s score is less than Anthony’s, so Beth is awarded the leftover. The leftover
# is added to Beth’s previous total of 8, bringing her score up to 11 for this
round.
They each record their scores (Anthony: 11, Beth: 11). After two rounds,
Anthony has 20 and Beth has 18. Since neither player has at least 50 points, the
next round begins.

71
PURPLE MEEPLE EATER
• 2+ players
• 6 standard six-sided dice
• paper and pencil for scoring
You and the other players are all giant, radioactive monsters, smashing your way
through a city, munching on the local residents. Which of you is going to be the
biggest, baddest monster of them all?

72
Choose a player to go first, with play proceeding clockwise.
On your turn, roll all six dice.
Did you roll any ! results?
If no, move your lowest value die to the score pile (if you have multiple dice
tied for the lowest value, only score one of them).
For example, if you rolled @@$%%^ , set aside one of the @
results:

@ $ % % ^ d@
If yes, then move your highest value die to your score pile (if you have
multiple dice tied for the highest value, only score one of them). Also move all
! results to your score pile.
For example, if you rolled ! ! # $^^ , set aside one of the ^
results AND all of the ! results:

# $ ^ d! ! ^
EXCEPTION: If you rolled all ! results, then you bust and score 0
points this turn. If you’re rolling a single die, and you roll a ! , then you
still bust — you are never safe!
If you have three or more ! results in your score pile, you bust and score 0
points this turn.
If you did not bust and you have dice remaining that have not yet scored, decide
whether to roll again or stop. If you have already scored all six dice, you must
stop.
If you roll again, roll your remaining dice and score according to the process
described above (do not re-roll dice in your score pile).
If you stop, your turn ends. The total value showing on the dice in your score
pile is the number of points you earned this turn (the total number people
you ate). Record that number as your score, adding to your previous scores.
The next player takes their turn.
When any player has eaten a total of 50 or more people after recording their
score, finish that round of play (stop before the first player takes another turn). The
monster that ate the most people wins the game! If any monsters are tied for the
most people, those monsters play another round.

73
EXAMPLE OF PLAY
Anthony goes first and rolls all six dice:
!@@$%%
He rolled a ! result, so he moves the ! and one of the highest value dice,
a % , to his score pile.

Score Pile: !%
He could stop and score 6 points, but he instead chooses to continue, rolling
the four remaining dice: ! ! % ^
He rolled two ! results, so he moves !! and the highest value die, a
^ , to his score pile.
Score Pile: !!!%^
Anthony now has three ! results in his score pile. so he busts and scores 0
points this turn. It is now Beth’s turn.
Beth starts her turn by rolling all six dice: @@#$$$
She did not roll any ! results, so she moves the lowest value die, a @ , to
her score pile.

Score Pile: @
She could stop and score 2 points, but instead chooses to continue, rolling the
five remaining dice: $ $ % % ^
She did not roll any ! results, so she moves the lowest value die, a $ , to
her score pile.

Score Pile: @$
She could stop and score 6 points, but instead chooses to continue, rolling the
four remaining dice: @ $ % %
She did not roll any ! results, so she moves the lowest value die, a @ , to
her score pile.

Score Pile: @@$


She could stop and score 8 points, but instead chooses to continue, rolling the
three remaining dice: ! ! !
Since every die she rolled shows a ! result, she busts and scores 0 points
this turn. It is now Carla’s turn.
Carla starts her turn by rolling all six dice: !!##$^
She rolled two ! results, so she moves ! ! and the highest value die, a
^ , to her score pile.
Score Pile: !!^
She chooses to stop and scores 8 points. She passes the dice to Anthony to start
the next round.

74
ABOUT THE AUTHORS
Randy and I have been working together for nearly a decade at this point. We have
wildly different professional and gaming backgrounds, and we bring very different
concepts and suggestions to one another to be tested, dismantled, and reassembled
in new ways. Randy tackles most of the math and game balance while I focus on
the presentation and writing.
We argue a lot.
We’re close friends, though, and we care deeply about making a better experience.
So we try to argue productively, usually emerging with creative new ways to hide
complex interactions behind seemingly straightforward gameplay. We insist on
making games that are fun for everyone at the table, rather than just the winning
player.
I hope we’ve succeeded, and we genuinely appreciate that you play our games.
~Sam

75
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01100100 01101001 01100011 01100101 00100001
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dice.sjgames.com
76

Looking for dice games that are…a little different?


The 26 games in this collection were designed by two board
gamers who wanted fast-playing dice games with choices that
actually matter.
There’s something here for groups of all sizes, ages, and
gaming experience. You only need a handful of six-sided dice,
plus paper and pencil for keeping score.
Grab some friends, pick a page, and get rolling!

1st Edition, 1st Printing


Published November 2020

SJG 3012 Printed in the USA


#PlaySJGames
dice.sjgames.com
PO Box 18957, Austin, TX 78760
512-447-7866
STUCK FOR AN ADVENTURE?
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