Mississippi Marbles Dice Game
See also: Dark Knights DiceGAME PLAY
To Start: Each player rolls a single die. Highest roll starts. Play proceeds to the left. (clockwise)
700 to Open: Player rolls six dice. Any scoring combination thrown that is less than 700 may be set aside and player rolls remaining dice. (If player has more than one scoring possibility he is only required to keep one, but may keep any number he chooses. Example: 2 ones and a 5 are rolled; he may keep the ones and put back the 5.)
Player can continue to roll remaining dice (setting aside scorers) as long as he continues to score. When he reaches 700 or more he may elect to continue, risking the entire amount, or pass turn to next player and be officially opened. Once a player reaches 700 or more and elects to pass the roll to next player he does not have to qualify on subsequent turns. If a player fails to get 700 points to open before throwing a non-scoring roll he must wait until his next turn to try again.
After Opening: After a player officially opened he can stop after any scoring roll on subsequent turns and take the score he has earned. Play then passes to next player. If he should at any time throw a non-scoring roll he would lose only the number of points accumulated in that turn, but not any he has acquired previously.
Exception: If at any time a player should throw 4 twos on one roll he loses all points he has acquired in the game and must start over on his next turn. This means reopening with 700 points.
Winning: First to reach or surpass 11,000 points wins.
All scoring combinations must be thrown on one roll. Example: To get 500 points for 3 ones you cannot throw 2 ones, set them aside and throw another one on your next roll. This would constitute a total of 300 points rolled.
A straight occurs when a one, two, three, four, five, and six are thrown on one roll.
If all six dice have been used as scorers in one turn, the player may elect to continue his turn with a fresh roll of all dice. If a player has not officially opened with 700 points he must continue his turn.
- 700 to open (Makin' Mud)
- 11,000 points (The Delta) (Win the Game)
- 1 counts 100 points
- 3 of a kind (Smooth Water)
- 3 ones = 500 points
- 3 twos = 200 points
- 3 threes = 300 points
- 3 fours = 400 points
- 3 fives = 500 points
- 3 sixes = 600 points
- 4 of a kind = 1000 points (Ridin' the Rapids)
- Straight = 2000 points (Big Muddy)
- 5 of a kind = 3000 points (Channel Cat)
- 6 of a kind = 6000 points (All the Marbles)
- 4 twos = Lose Total Accumulated Score (A Flood)
All scoring combinations must be thrown on one roll. Example: To get 500 points for 3 ones you cannot throw 2 ones, set them aside and throw another one on your next roll. This would constitute a total of 300 points rolled.
Point Stacking: Scoring combinations are scored based on a single turn instead of each roll of a turn. Scoring dice may be pulled and additional rolls may be accumulated to the set of dice held during the entire turn of the player. Once the palyer holds, the score is then calculated based on the scoring rules defined.
Cut-Throat: When a player decides to hold and pass the dice, this new player in line may opt to continue the play with the remaining dice, and hand left over by the pervious player. If this new player successfully rolls a pointer they continue the game play and they assume the point total from the previous player and continue to accumulate points according to play. If at any point the new player does not roll a valid pointer or combination the original points earned by the pervious player are returned to the pervious player and the new player loses all points for their turn. The dice are then passed to the next player in line.
Piggy-Back: This is similar to the Cut-Throat variation except the original player keeps the points earned from his turn. Then are not "stolen" by the new player. The new player continues to accumulate the point value.
No comments:
Post a Comment