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; E : $ : : 3 Cool Things to Do Ate (that grown-ups don’t even know about) . =e Get a load of this! Right here? It's something from the book that actually starts ea before the book officially begins, Really! It's a game known as Through This 5 =e] Welrd Dice Book in Only 2O Moves. |t starts right here and takes you all _=+*1 the way through the book, to the book's back cover. Really! Turn to the back of the book. SSP Sec that NOPE That's the end of this. oat First, you need some stuff. To begin with, another person. Through This Weird Dice Book in Only 2O Moves is a two-person game. You also need a paper clip for each player. And you'll need two dice (got those, right?). The Play 1) First, you and your friend figure out who is going, to start. Let's pretend it's you. Put your paper clip over here. 2) You roll the dice gnd add up what they say (let's say you roll a 3 and a2... that’s obviously 5). Move five stations into the book. (Station Noa is on page 5) Now, the idea is to travel through the book, from station to station, all the way up to the last one ( Station N'2o). Once you start rolling the dice, you can roll as many successive times as you wish... BUT!— © Ifa: comes up, you have to go back to where you started that turn. © If a. comes up on both dice (smake-eyest), you come all the way back to the beginning, right back to here, even if you were all the way up to Station Nome». @Also, anytime you throw @ 2g your turn automatically ends. © When your turn is over, attach your paper clip to the page you're on. © If you find this game too easy, play beyond the book—aim to see who can get to 100 first HELPFUL HINT: [tl really help if you can predict how often 1s will come up. What is the probability of throwing one a1? What is the probability of throwing snake-eyes (two as)? Hmmm. Good questions. And hey, good luck. No part of this publicatfon fay, be reproduced in whole of Acknowledgments in part, or stored jr’a retrievalSystehy, or transmitted in any form or by any’means, electronic, mechanical, photocopying, Lokilani Lum-King, Katie Couric, yFecording, oF otherwise, without written)permission of the Kathie Lee Gifford, and of course, Publisher. (For informatiow’Fegarding permission, write to Bill “The Duck" Haduch THe Addison-Wesley Publishing Company, Oife Jacob Way, Reading, MA’1 867. ISBN 0-590-73 100-9 Copyright © 1995 byTheiditors’of Planet Dexter. All rights reserved. Published’ by Scholastic inc., 585 Broadway. ‘New York, NY 10012, by arrangement with The Addison-Wesley Publishing Company. 1211098765432 6789/9 0 1/0 Printed in the US.A. 08 First Scholastic printing, February 1996 Book design: Jack Keely and Skolos/Wedell, in Nancy Skolos and Eric Bailey Photography: Spencer Ladd Ilustration: Jack Keely a A Planet’Dexter Sort of Introduction You can’gurely use. this book to get out of chores. Because whenever you’re‘Sitting around with’a book—even if you’re tossing dice—it looks as if you’re doing something important (books'are just‘like that). And parents love that stuff; so they'll generally leave you alone if you’re playing with this book. And being left'alone can often be a very good thing. But remember, the real purpose of Shake, Rattle, and Roll! is for to you enjoy a couple of minutes or hours of your life that you wouldn’t have otherwise. So look, if you don’t like Shake, Rattle, and Roll!, let us know. Seriously. Really! Please! OK? Or better yet, let us know if you do like this book. Honestly! ‘You can write to us at this address: Or, you can FAX us at (617) 944-8243 or even contact us via The Internet at pdexter@aw.com or America Online at POexter Anyway, we do hope you.enjoy. Shake, Rattle, and Roll! and that we'll soon hear from you. And remember, on Planet Dexter everybody’s brain holds twice as much. —The Editors of Planet Dexter THE KEY A let of really fan, different, exciting, and very special games follow. Each game is best enjoyed with a certain number of players (on Planet Dexter, players are catled “Planeteers"). And each game requires a certain number of dice. So to simplify things, each game begins with a key that tells you how many players, or ess ROD) are recommended and how many dice are needed. For example, for this game you need TS two or more Planeteers, five dice, and paper and a pencil. {A @& IRee ] Sy aS @ (> means “or more" 8 In China, a Coca-Cola advertisement used Chinese syianers 2 sound out | “Coca-Cola. The advertisement was quickly . tdi axect was learne : that the symbols “Co” “Ca” “Co “La” meant “Bite the wax tadpole. In eve game, Planet er has to go fi the dice rolling). y, 4nd your Triends can N eae) € games j old Phabeticay) heigh oO Won game or T~but ‘ ‘um termine Trt, si he Planet ‘h the know i " So following 0 e free ‘ce v cocked dice: a dic that lands on another die. When this happens, all the dice must be tossed again. Ne JiAe Planet Dexter Guice ime tO Essential DIce Vernis ° . ies a small cube loaded dice: dice that are manufactured so that marked on each side with when rolled, certain side(s) of the dice land face up for the one to six dots purpose of fooling or tricking your victims ' @ doubles: iwo first shooter: | dice that land with the the shooter who begins | same point. the game dice must be tossed again. what happens when the dice that are rolled fall off the playing surface. The shooter who rolled the dice must roll again. This is a great opportunity to yell, “Hey, buddy! NO DICE!" shooter: Pianeteer who shakes and throws, rolls, flips, shoots, tosses, or casts the dice MS fouled dice: adie that lands onan uneven surface. All the throw, roll, flip, shot, toss, or cast: what you do to make the dice in your hand become the dice on the playing surface The Planet BSitheet Ve Pain ee (Janerteer beefers someone who is always complaining . bones: dice box Cars: when two 6s are cast cucumber: someone who is easily deceived, a dupe; also known as a pepper GeUCe: the side of a die bearing two spots dust her offs to excessively compliment a Planeteer by telling her how clever she is floating GAMES a dice game which moves from location to location (like from Eddie's house to your tree house and then over to the playground) galloping dominoes: two dice Tv about 2 ae) acre. Ci STM O Lali Cr] the Soviet Union for give him @ towels said of a Planeteer who excessively beefs give (someone) the needle: tease somebody greenie: a rookie Planeteer, one who has not used this book much = money, cabbage, boodle, bread, simoleons, quid it (to): to throw the numbers wanted jonah (to): to make the dice roll in a certain way by talking to them pheasant: a greenie, also known as a rabbit . Planeteers a Planet Dexter sort of person, someone who gets it to leave immediately SOFtS something easy, cushy ("She's a soft mark." “Third grade was soft.” SOlidE sight, OK, cool fas in “He's solid”) squawker: one who always complains take (or cop) a powder: to scram © A somewhat useless word to shout out at your teacher: “klazomaniac” (someone who always feels like shouting). re pheasant was cabbage- oice- MON So there you are one Saturday morning, hanging out with your Planet Dexter dice, when unexpectedly, your really rich aunt drops by. She's in a terrific mood (hey, why not?—she's rich’). She's goofing. She's joking around. An “ablutomaniac” is someone obsessed with taking baths. “Hey, kiddo,” she says, “here’s a deal for you... You quickly get excited because last year she took you up in a hot-air balloon for just naming the first sixteen presidents, in order, from Washington to Lincoln ... and there was the time she rented out an entire movie theater just for you and your buddies because the goldfish she gave you was still alive after an entire six months! So you listen carefully. Your stomach feels sort of funny. Here she goes. “Throw two of those dice, and as you do, yell out a number. If the numbers on the dice add up to the number you yelled, we will..." she hesitates ...she smiles, "_.. fly to the Grand Canyon this time next week! I've already OK'd it with your parents!" How are you ever going to figure that out? Wow, this one's hard. You have to think about this one. It's not like those first sixteen presidents, whose names you ® could just memorize. Or Barney the Goldfish, which you could just feed. But that's OK... stay calm... take a deep breath. Be cool. Think it through. 9 GREAT! THE GRAND CANYON!!! But what number should you yell out!? What number is most likely to come up whenever you roll two dice? One? Nah!—it’s got to be at least two... right? How about the number 13? Nah!—come on!—it can’t be any more than 12... right? s Now remember, think! And here's a 7 Ag e helpful hint: don't ever hesitate to use that paper and pencil (as recommended) to write down what you're thinking, Looking at thoughts can really help. You'll find the answer hidden somewhere else in this book. And hey, we sure hope you enjoy the Grand Canyon Some say it's nearly as terrific as Planet Dexter. Although the key recommends two or more Planeteers for this game, we strongly suggest Planeteers because otherwise the name of the game-”” Woe, Larry, ane Curly ’”” —makes absolutely no sense. The object of this game is simple—you must get a higher total on your throw of the dice than the first person did. But like life—with its homework, goofy relatives, and silly ! | manners—the game's really not all that simple. } ©The first shooter wins all ties. Here are the rules and regulations (hey!—just like life!) After the first round, the dice are passed to the Planeteer to the left of the first shooter; this Planeteer becomes the first shooter and starts a new round; and so on and so on. ©The first shooter automatically wins by throwing a 12 (two 6s). @In each round, any Planeteer who throws a higher total than the first shooter gets 1 point for that round. ©The game ends when one Planeteer scores 10 points. | | | } } et’s look at a2 SAME*xL.=: ROUND! MWioe, TE.25rry, >. &Swrwrily) Round i Curly: throws aS anda 2 fora total of 7. oe Ti.casezesys rolls a <& and a @ fora total of #7. a Ioe: rollsa @ anda fora total of 7. a J Cwrky wins because it's a tie and he's the first shooter (“yuk! yuk! yuk!”). Curly earns 2 point. The favorite movie of Dan Quayle, who used to be Vice President back when George Bush was President, is Ferris Bueller's Etound 2 Easaxsmsys throws 2 +G@ = Be. Moo: throws 2 +3 = S. Curly: thosS+a=-9. Curly wins with a high of m (‘yuk! yuk! yuk!") and blam! He gets two fingers to the eyeballs, and another point. And this continues, round by round, with the winner being whoever gets %@ points first. ee & esate Youre going to roll the dice to get special combinations like: ePairs eThrees-of-a- kind Fours-of-a- kind (Note: if you're playing with your dad or mom and they start talking about "straights" and “flushes,” politely remind ‘them that this is DICE-A- RAMA, not poker ). Each Planeteer rolls the five dice. Using as many of the resulting numbers as possible, each Planeteer then tries combining the dice by using addition, subtraction, multiplication, or division to make the dice equal to the same number as many times as possible. And then to win, each Planeteer plays with the numbers mathematically to get the highest score possible. This explanation needs an example—and quickly! 2 OU UM 0} S| 0, jiiSssssorg A“weener” is a trustworthy or believable person. 2 DICE, | 2 SOMEBODIES, & 22 SOMETHINGS Check out the customized “number lines"on pages 24 and 25. They're put there especially for you, for this game. Pretty impressive, eh? You're also going to need 22 somethimgs*. (11 for you, 11 for that other somebody). “ Pennies are the somethings most often used on Planet Dexter, but you can really use anything that (1) is not larger than the spaces on the number line and (2) is countable (things that are sticky or crawl are really a pain). You could use toothpicks, pieces of candy, pebbles, buttons, crackers, cereal, paper clips, your old baby teeth, or pieces from board games. B-Oe Each Planeteer uses one of the number lines. (Question: Why do you think the number lines go from 2 to 12 and not from 1 to 10 or from 0 to 20? One hint: This is a dice book.) Put your 11 somethings on the number line in any arrangement. You can put as many as you want—including none at all—on any number. Now you and the other Planeteer take turns rolling the dice. On each roll, each Planeteer removes one of the Somethings on the number that matches the sum on the dice. If you have more than one on a number, you can remove onl one. The winner is the first Planeteer to remove all 11 somethings. If you're really smart, you're going to think about the best way to arrange the som ings on the number line. exe VV Oi a : © Cc , or as close as possible, without going over 21. ice, a Planeteer can stop. In the event of a tie (if both ), whoever rolled first wins! ssibilities. top at 17. Now it’s your friend's turn. Your friend has to See the advantage? Your friend knows how far she has to r rolls first—you, in this case—wins in the event of a tie. Each act indudes two scenes. In the first scene of each act, Actor A tries to get the highest score affer three throws of the dice. In the second scene of each act, Actor B does the same, ‘Asc kid, william ( et drama. d to sto ‘then known o> hundred Yeo" yen aut OOL e uel 4amod ssaj oa ~feuossad si Gurjou 1 —UyeAg AMO, Helpful Hints from the Playwright Each actor casts the two dice three times in succession when it's that actor's turn. After each throw, only the die with the highest number is counted toward the score (the other die is simply ignored, like an annoying commercial). ®@ On the first throw, Actor A casts three dice, setting . aside the die with the highest number. @ On the second throw, Actor A throws the two remaining dice and again sets aside the die with the higher number. ® On the third throw, Actor A throws the last die and adds together the numbers of all three dice to get the total points for that round. The only time an actor does not cast the Tosa; oa " F i f word, you use dice three times is by throwing doubles on over70 the second throw. If this happens, one die muscles. is counted as the second throw, and the other die is counted as the third throw. SCRIPT The Drama of Dice Act One, Scene ah Actor A casts all three dice. The highest number is 5, Actor A sets aside the 5. Acton 7) casts again, using two dice. The 4 is the higher number, and Actor A sets that aside A 6 comes up on Actor Actor B casts all three dice. The highest number is 2, and actor B sets that die aside. Actor B casts again, using two dice. Doubles (two 6s) come up (remember: if doubles come up on the second throw, one die Counts for the second throw, and the other CQuneS or cher ehind throw) . Actor B’s turn ends. The total for that round is Eu PG PR eGo 14. For Actor A, with 15 boints, it’s a stunning Performance. For Actor B, EVs what as known as a “dramatic tragedy.” NEIGHBOR THIS IS ONE OF THE OLDEST DICE GAMES IN EXISTENCE. SERIOUSLY! IT’S EVEN OLDER UR PARENTS. REALLY! EGYPTIANS WERE PLAYING DICE GAMES 3,000 YEARS )W! JUST THINK OF THAT—3,000 YEARS OF WORK AND PREPARATION @ 0 THIS BOOK, JUST FOR YOU. Well, sorta. her or numbers as follows: Countess of ome sort are used The first shooter is N21, the (usually 10 to each second shooter is N92; and Planeteer). For so on and so on. counters, you cam use The first shooter is N°1 and “ding Clocks, N92; the second shooter is “es, Gasebate N93 and N&4; and the third «#7, aémooe shooter is N25 and N26. anything—tet the old magination flow. The first shooter is N21, N22, and N93; the second shooter Each Planeteer is NO4, N°5, and N26. throws the three dice, and each Planeteer whose number (or numbers) appears must place 1 counter in the center of the playing surface for each such number. For example, if there are six Planeteers and the first shooter throws a 2 and two 3s, the N22 Planeteer places 1 counter in the center, and the N23 Planeteer places 2 counters. The Planeteer who gets rid of all his or her counters first is the winner. DACK CED ce Se Have one Planeteer roll the die. Both Planeteers write whatever number came up, in any one square of their chart. Important: once you've written a number onto a chart, it CANNOT be changed. . Cross out any sum that shows up in only one circle. Enough. On with— The Duel! Each dueler takes turns trying to geta certain number on each east of On the first round each Planeteer tries for the dice. a 2 (you've got one option—snake eyes!—right? On the second round, each Planeteer tries for a On the third round,a4... ThenaS... And so on until the final and eleventh round, in which you attempt to rolla 12. You have ten rounds in which to score. More! Next page ——»> AER ee Rules and Regulations! The sum of the dice must equal the number you're trying to get. For example, in round 5, when you're aiming for a 6, one die with a 6 on it doesn't do the trick. Instead, you need the 3-and-3, or 5-and-1, or 4-and-2 combination. Curiosity Break!* What four numbers between 2 and 12 can result only from one specific combination of two dice? Hint: 4 is not one of these numbers (4 can be the combination of two 2s ora 1 and 3). If you throw the number you're trying to get, then that's the number of points you earn in that round. For example, if you are trying for a 3 and you throw a 3, you get 3 points. If neither of you throws the number you're trying for in that round, then nobody gets any points for that round. ] ] ZL pue'LL'€'Z « | Example Time! mber rs Dueler N° ler N°2 tried for jueler N21 = Dueler N°2 Dueler N21 begins by casting the dice and comes up with a Since the dueler was aiming for a 2 ° 2 no points are scored. 3 3 ° Dueler N22 tries for a 2 and 4 e e gets it. This dueler scores 2 points. 5 5 ° 6 6 ° Dueler N21 starts the second 7 ° 7 round, is aiming to roll a 3. and 3 2 3 does. 9 ° °e Dueler N22 throws a 5 but is 10 ° °e aiming for a 3 and does not score. ia °e °e This sample game continues until Total: 34 29 Dueler N21 wins with points. Some consider WAMS the ultimate dice game of Planeteers everywhere To begin, each Planeteer casts one die. The Planeteer casting the highest number goes first; the next highest goes second; and so on. The Planeteer with the lowest number then throws one die again; and that number become the famous number. oe For example: The last Planeteer throws a 3—that's now the number. The first shooter begins by casting all three dice and scoring 1 point for each number thrown. That shooter continues to cast dice as long as the number keeps coming up. When the number fails to show, the dice are passed to the next Planeteer. y] From the “HEY, WHO-FIGURES- THIS-STUFF- For example: The first shooter casts . This Planeteer gets 2 points and rollssagain, casting . The shooter gets another point and rolls again, this time with The shooter rolls no number this time and so gets no points. The dice are passed. The first Planeteer to reach 15 points wins. | Now it’s time out for THOSE WACKY RULES AND REGULATIONS! Wacky Rule N°: If a Planeteer who is close to 15 goes beyond 15 on the next throw (say the shooter is at 14 but then suddenly rolls two WAM! numbers), the throw does not count, and the Planeteer must throw again. > Wacky Rule N22: i Any three of a kind (but not WAM! numbers) is known as a little WAM! and counts for 5 points. N Wacky Rule N23: When the WAM! number appears on all three dice, it is known as the big WAM! and eliminates that \ Planeteer—no questions asked! 41 YOUR CHALLENGE is Lo throw two dice and yell out a number. If the numbers on the dice add up to that number, your really rich aunt owes you a trip to the Grand Canyon. So first things first: list all the possible number combinations and see which number is most How to wina free trip to the Grand Canyon Here you go. If the two dice show: 1 and 1 the total is 2. land 5 2 and 4 1 and 2 3 and 3 2 and 1 the total is 3. 4 and 2 5 and 1 the total is 6. 1 and 3 2 and 2 1 and 6 3 and 1 the total is 4. 2 and 5 3 and 4 1 and 4 4 and 3 2 and 3 5 and 2 3 and 2 6 and 1 the total is 7. 4 and 1 the total is 5. vanea e Gunixa uaym ‘yal win sheme svg -LHOIY JHL NO GNVLS OL SUNS 38 OS See— the number 7 is likely to come up more times (six!) than any other. It’s your best Shot at a ticket to the Grand Canyon. Daorw DaRon Dar aa and and and and and and and and and and and and and and and Noh oR aan @ the total is 8. the total is 9. the total is 10. the total is 11. the total is 12. [VG > oe ii Cx (Arp SCOR | [ITT T TTT g Ze Next draw a diagram representing a baseball diamond—like this . . . If the total of the two dice cast is 3, 4°, 5, 6,7, or 8* = strike-out or put-out. “except when either 4 or 8 is thrown as 2 and 2 or 4 and 4, These throws are “walks” and they put a player on first base. When a 6 is thrown as 3 and 3, it's a double play, and two outs are scored against the shooter a single. a double. a triple. a home run! BASE MOVEMENTS If a runner is on first when a walk is cast, this player advances to second base. (A single advances all runners one base. ‘A double advances all runners two bases. A triple advances everyone three bases. ‘A home run brings all players in. COMOROS Ro A A Al mel Gee Extremely popular among tree house clubs throughout the mid- Atlantic states, this fascinating game is also known as “Aces to the Center, Clouds Up Above, Deuces to the Left, Ground Down Below, Fives to the Right, Voom, Voom, Voom.” That’s why it’s just easier to call it Aces.” The Play Each Planeteer throws five dice, and the Planeteer throwing the highest poker hand is the first shooter. e e e e e =Ace =King =Queen =Jack =ten =nine The Planeteer throwing the second-highest hand sits on the left of the first shooter and casts the dice second, and so on. Tying Planeteers shoot again. The object to get all dice, as Aces, to enter of the g area. The first shooter begins by casting five dice. Each thrown die that shows an Aee is placed in the center of the playing surface; all Dewees (2s) are passed to the Planeteer on the left; and all dice showing 5s to the Planeteer on the right. The Planeteer continues to throw until either failing to throw an Ace, 2, or 5 or until no more dice are left. The Planeteer on the left who has dice to throw then takes the next turn. Remember: Planeteers who have no dice left remain in the game because other dice may pass to them from the other Planeteers at any time. The Planeteer throwing the last Ace is the winner. “sqjued seam y.use0p 9y asneseq puejuly uy sayzesqi wo pauueq ugeq ney ‘sowiod yong pleuog if an Ace (1) is cast on one of the dice, this Planeteer places a marker on N°1 of the Boardwalk layout. The shooter who casts an Ace and a Deuce can a s move the marker up to the N22 spot. Ff The shooter who casts an Ace, a Deuce, and a i e 3, can move the marker up to the N23 spot. GREAT NEWS! You may also use any two or three of the dice added together to get the next number on the boardwalk. For example, if you’re on the N°7 spot, trying to move to the N°8 spot and you cast 1, 3, and 5, you can use the 3- and-5 combination to move to the N°8 spot. You continue to cast the dice as long as you continue to throw numbers that can be used. The Planeteer whose marker first travels from 1 to 12 wins . . . or to make it even more interesting, when you get to 12, come back down again to 1. z Dan isa Bae CT a ean to iad fa it Apes” sort of thing in which rounds are called voyages. Really! And the Planeteers are called voyagers. ee _ eI MVOC CMC Con Ce MOUNR NLS dice per voyage. The aim is to get a 6, a 5, EY Mme LeOe Cem UCR OR UL ship, the 5 the Captain, and the 4 the mate. If, for example, a 6-and-5 combination appears on a voyager's em eea ea aa ace ee ETC Mone Cees then cast to get a 4. Watch out! Rules of the Mother Starship say BUELL ce Lieer OTL OL EL TON eT Cece] MOL Teen eT aes CT eee ORVILLE T ome UTM e-Corm Uc voyager sets aside the 6 only and throws 4 dice on the filo den Tce Ee re ca ee ‘ rn) Ra Ned P\AUlioe Ke Aas The voyager who has made Ship, Captain, and Mate and whose two remaining dice show rid LIT] ie eee cm m RSA LW ZO) LCL pM TCR TEA) TM eter N To) an rece MeO: [accents Biola Le a (elim Tae: Tgron esto ma ON ELON Ae (ge) Coa 7 a The N°1 spot = Icy chiefs aco i ce The object of the game is to see who can first spel PLANET. The letters must be gathered in order from P to T. Planeteers take turns in making one roll with all six dice. REMEMBER: to secure a letter, you must gather them in sequence, beginning with the N21(P) side of a die. the letter P. am2o>r LESSSee First each Planeteer needs to make a scorecard like this one: or this ome: Be inventive!— just as long as your scorecard has 12 somethings you can scratch off, cross off, or WIPE OUT! The winner of WIPE OUT: is the first Planeteer to eliminate all the numbers on the scorecard. ) Each time a Planeteer throws the di more numbers on the scorecard. when it's that shooter's turn. ‘4) If a Planeteer ca inate a number on a throw because the number has already been crossed out, the dice are pa: o the next shooter. The game continues, turn after turn, un WIPED OUT! all twelve numbers. The object of con: GQ 4™neZ7 cG } #£é=maaa — an especially popular game throughout the first 12 months of the year —is q to geta higher total count on your throw of the dice than all of the other Planeteers. 9) In OONKE, the Ace (1) is “wild,” meaning that an Ace can be called any number 60 NIKE 4) The first shooter has an advantage because: © This Planeteer decides if there will be one, two, or three throws to each round (neat, eh?). If the first shooter has a high total 2)) Only one Planeteer wins in on the first throw, that shooter may stop each round. All the other right there, figuring that it's going to very difficult for any other Planeteer to score higher on only one throw of the dice. If, however, the first shooter needs three throws to get a high total, then each Planeteer gets three throws (BUT no more than three throws are allowed in each round). © The first shooter wins all ties. Planeteers get a losing point known as a “DONK3™ &) A Planeteer who gets four DONS is out of the game. When only one Planeteer is left with fewer than four DONKS§, the game's over, and that Planeteer is the winner. MORE DONK! Scr) 1) The first shooter begins the game by throwing five dice: 5, 5, 1, 4, and 3; and decides to calf the Ace (1) a 5*, so her score is 5 +5 + 5(1) + 443, which is 22 points. “Remember: an Ace can be used as an’ number as long as one of the other dice COOL ae en ee aera EL LS NSW eS ioe) Cal Siace Toe between keeping the score of 22 or macy Te TAN OL eNom a-J¢ I Sola Moaacameo lomo leg PET atcem cals leonora ida three 5s, puts them aside, and throws the other two dice again. Our first shooter now throws an 11 (5+6). Now this shooter's score is 26 (5 + 5 + 5(1) +5 + 6 = 26). The first shooter decides to keep this score and does not throw again. Now the other Planeteers will have only two throws for this round, Be) aarti co Med eigCeaeecel ani ce) MAN Z

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