Mutiny
This is a spin-off from the Battleship dice game.
Number of dice: 6
It uses 6 dice instead of 5. The extra die makes for an
easier point qualification, but also stimulates the “mutiny” aspect that can
potentially zero out the players turn score.
In each turn a player has three throws of the dice and tries
to roll and put to one side a 6 (the ship), a 5 (the captain), and 4 (the
mate). The 6, 5, and 4 may not be rolled
out of order so if the first throw contains a 6 and 4, but not a 5, only the 6
is put aside and the rest of the dice, including the 4, are rolled again. If a player fails to throw the 6, 5, and 4
after their three throws they score nothing.
If after three throws a player has put aside the ship,
captain and mate the remaining three dice (the crew) are totaled to form the
players score.
If all three in the sequence are rolled before the third and
final throw then the remaining three dice (the crew) may optionally be rolled
in the remaining turn(s) to improve the total of the players score.
The Mutiny
If the crew (the 3 remaining dice after the 6, 5, and 4 have
been rolled) contains a 5 (another captain) at the end of the players turn then
all points for that turn are lost as you cannot have 2 captains (5’s) to a
ship. If a crew member is rolled as a 5 and the player still has one or more
turns remaining the player will opt to re-throw the 5 and any other crew
members desired in hopes that the imposter does not return. The player may opt
to hold if no 5’s are found in the crew even though he may have additional rolls
remaining. The fewer the crew dice re-rolled,
the less likely a 5 will be rolled.
The player with the highest aggregated crew total, wins the
game. In the case of an equally high total all players must play the round
again.
Game Play Variations:
Ship Shape Crew: 3 crew members of the same value yields 20 points with the exception of 5's
Game Play Variations:
Ship Shape Crew: 3 crew members of the same value yields 20 points with the exception of 5's

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