more games to play! **buy now!
Transcription
more games to play! **buy now!
MORE GAMES TO PLAY! Our amazing Deck of Dice can be used to play an action-packed version of almost any card game! Not to mention all kinds of new games. Poker games, party games…there’s something for everyone to play with these amazing dice! Here are 12 games that either our team or passionate game players like you have created and shared here for you to play...for FREE! ***************************************** NOTE: All games below require 1 set of 9 Square Shooters® Dice + the occasional use of some common household items, so grab ‘em and get rollin’! **BUY NOW!** CASINO GAMES PARTY GAMES CASINO GAMES Return to Top 1. Showdown Design Credit: Carmelyn Calvert # players: 2+ Ages: 8+ Category: Poker Game Components: 1 Set of 9 Square Shooters® Dice Objective: To have the best hand in the round Instructions: Moving clockwise from the first player, each player gets one to three rolls to obtain the best hand. All nine dice are rolled, but a maximum 5 dice are used to make the best hand possible. The different hands are ranked according to standard poker rules. Players decide whether to allow jokers to be wild. (Note: if Jokers are wild, it is possible to roll a five-of-a-kind or a six-of-a-kind. These hands are superior to any other typical poker hand.) The player with the best hand (after all players have rolled in a round) wins. Return to Top 2. Blackjack (aka "21") Design Credit: Carmelyn Calvert # players: 2 – 3 (more players can play if more sets of Square Shooters are available) Ages: 8+ Category: Poker Game Components: 1 Set of 9 Square Shooters® Dice Objective: To achieve a score of 21 or be closest without going over! Instructions: Players choose a dealer to begin play. Dealing moves to the left after each round. The dealer rolls one die to each player, including himself. The face card that shows after the dice stops rolling is the player’s first card. The dealer rolls another die to each player. After each player has two dice, they can each decide if they want another die rolled to them or not. The goal is to achieve a total score of “21” or to be the closest to the score without going over! The closest player wins. All face cards count as 10 points. Aces can be counted as either 1 or 11. Decide for yourselves if you want to use the jokers as wild cards or simply exclude them from play (if they are rolled, just roll that die again to complete the player’s turn). NOTE: a maximum of three players can play with the nine dice—but this game plays best with 2 players. Or just grab a few more sets of dice and you can have as many players as you like! Return to Top 3. No-Limit Hold’em Showdown Design Credit: # players: 2 w/ optional dealer Ages: 8+ Components: 1 Set of 9 Square Shooters® Dice, chips, napkins, 2 bowls Objective: Be the first player to get rid of all your cards! Instructions: Divide all chips evenly between all players and place the remainder into the first pot. There is a 2 chip ante (Can be raised as needed) for each hand. Randomly select the first player. Each player draws 2 dice from the bag or rolling cup and rolls them secretly and immediately covers the dice with a napkin. Once dice are rolled, they may not be altered. Jokers are always rerolled. After both players have rolled their dice, the first player starts off the betting using standard hold’em rules. When betting is finished the first player draws 3 dice and rolls them("the flop") then two additional single dice ("the turn" and "the river" or "fourth and fifth street" respectively), with players having the option to check, bet, raise or fold after each deal; i.e., betting may occur prior to the flop, "on the flop", "on the turn", and "on the river". This continues until one player is out of chips Return to Top 4. Dead Man's Hand - A Poker Variant Summary: Dead Man's Hand is an exciting poker variant using the Square Shooters dice. The game is played in a series of rounds in which players try to build the best progressive five-card poker hand by rolling and adding dice to a “community” hand in the middle of the table. Players can spend chips to re-roll dice, but be careful: once a player has lost all his chips, he is eliminated from the game. The last player standing is the winner! It's a simple poker game that’s easy to learn and fun for adults and families. Design Credit: Greg Parsons # Players: 2-6 (or more) Age: 10+ Category: Poker Game Components: 1 Set of 9 Square Shooters® Dice, Poker chips, a Draw bag (or the Square Shooters dice cup), and a Standard deck of cards (optional) Objective: To win all the chips from eliminated players and be the last player standing! Instructions: Dead Man's Hand is played in a series of rounds in which players try to build the best progressive five-card poker hand by rolling and adding dice to a “community” hand in the middle of the table. Players begin the game with 10 chips each. Once a player has lost all his chips, he/she is eliminated from the game. Hands are ranked according to traditional poker rankings: Royal Flush Straight Flush Four of a Kind Full House Flush Straight Three of a Kind Two Pairs Pair High Card Jokers are wild. The Ante: To start a new round, all players ante one chip into the pot. Each time a player is eliminated the ante is increased by one chip. Playing a Round: After everyone has anted, one player acts as the Dealer for the round: she draws one die from the draw bag and rolls it. This is the first die of the community poker hand and is placed in the middle of the table. (Naturally, this first hand will always be ranked simply as a High Card, since there is only one die.) Play begins with the player to the left of the acting Dealer and continues clockwise. The first player draws one die from the draw bag and must now try to build a higher-ranking poker hand by rolling the die and adding it to the community hand. For example: If the Dealer rolled a K, the first player must either roll another K (or Joker) to make it a Pair, or roll an A to become the new High Card (in this case, Ace High). If the player fails to beat the current best hand on the table, he has two choices: he must either fold (and be out for the round), or he can pay one chip to the pot to re-roll his die. If he fails to make a better hand with his re-roll, he’s out of the round. [*Note: Players may look at a die before rolling and/or examine the visible sides of any dice currently on the table, but they may NOT pick up a die to look at the facedown side.] Once a player manages to make a better hand (or is knocked out of the round), play passes to the left and the next player draws one die from the draw bag and must try to beat the current best hand on the table. The round continues until all players but one have folded or failed to beat the best hand. The remaining player collects the pot and a new round begins. If all nine dice have been played to the table and there are no more to draw from, or if a tie occurs (for instance, if no players are able to beat the Dealer’s first roll), the pot is rolled over to the next round. The game ends when all players but one have no more chips to play. Example of play (with 3 players): It's a new round, and all the players have anted up. The new Dealer rolls a 4♣, so the first hand to beat is a Four High. Should be easy enough. [4♣] = High Card But Player 1 is not so lucky and rolls a 3♦, which fails to beat the High Card. She grumbles and pays a chip, then re-rolls a Q♠. She adds it to the 4♣, and the new hand to beat is a Queen High. [4♣-Q♠] = High Card Player 2 rolls a Joker. Jokers are wild, so the new high hand becomes a Pair of Queens. [4♣-Q♠-Joker] = Pair of Queens Player 3 rolls a K♠ and adds it to the others. The new hand to beat is now a Pair of Kings. [4♣-Q♠-Joker-K♠] = Pair of Kings Player 1 rolls a 6♥, which is no help. She looks at the visible faces of the die and sees another Joker and a Q♣, which gives her a 1 in 3 chance to get a third Q for a Three of a Kind. She likes those odds, so she decides to pay another chip and re-rolls, but instead she gets an 8♠ and is out for the round. [4♣-Q♠-Joker-K♠-8♠] = Pair of Kings Player 2 rolls a 9♦. He looks at the visible faces of the die and sees an A♠, 6♠, and a 4♦. Not too bad: he's got a 50-50 chance to beat the previous hand now, either with a Flush with the A or 6, or a Three of a Kind with the 4. He pays up and re-rolls, and he gets his Three of a Kind. [4♣-Q♠-Joker-K♠-8♠-4♦] = Three of a Kind Player 3 rolls an A♣. Looking at the die he sees that the only thing that can help him is a 7♠. His only chance now is to pay and re-roll and go for the Flush. He rolls... Does he get it? Advanced Instructions: In addition to paying one chip to the pot to re-roll his own die, a player may also pay chips into the pot equal to the number of dice that currently make up the community hand in order to re-roll one of the community dice. When this happens, the player swaps his die with one of the community dice and this becomes the NEW hand he must beat. For instance, if the current community hand is [4♣-Q♠-Joker-K♠] and he rolls a 5♥, he might choose to pay four chips to re-roll the Joker, in which case the hand he needs to beat becomes [4♣-Q♠-K♠-5♥], or King High. But again, if he fails to make a better hand with his re-roll, he’s out of the round. Them's the breaks! Also, a player who has been eliminated from a round may match the pot (i.e. pay chips equal to the amount in the pot) in order to re-enter the round when his turn would normally come around again. The Good, the Bad, and the Ugly Variant: In this variant, red Jacks are good, black Jacks are bad, and Jokers are ugly: in other words 1) all red Jacks are wild, 2) all black Jacks are also wild, but each player that uses one must pay one chip to the pot--this applies whether you rolled the Jack, or you are using a previously rolled black Jack in the community hand, and 3) rolling a Joker immediately eliminated a player from the round--no re-rolls! Return to Top 5. Texas Cut-Throat Design Credit: Heartland Consumer Products # players: 2+ Ages: 8+ Category: Poker Game Components: 1 Set of 9 Square Shooters® Dice, Standard Deck of Cards, Dealer Button Objective: Be the player at the end with the best hand! The Shuffle, The Deal and The Blinds: The dealer shuffles a standard 52-card deck. A round disc -- known as a "dealer button" -- moves clockwise from player to player with each hand. The button marks which player would be the dealer if the deal were advanced from player to player as the game went along. Most Texas Hold 'Em Poker games start with the two players to the left of the dealer (the button) putting a predetermined amount of money into the pot before any cards are dealt, ensuring that there's something to play for on every hand. This is called "posting the blinds." Most often, the "first blind" -- the player to the left of the dealer -- puts up half the minimum bet, and the "second blind" puts up the full minimum bet. Each player is dealt two cards, face down. These are known as the "hole cards." The deck of cards is set aside and is not used again until the next game is played. Betting Begins: A round of betting takes place, beginning with the player to the left of the two who posted the blinds. Players can call, raise, or fold when it's their turn to bet. The Flop: The dealer rolls three SQUARE SHOOTERS® dice. The dealer arranges the rolled dice in a straight line (adjacent to each other), in the order they are rolled. Note that it may be ideal for the dealer to roll one die at a time so that the order of placement is not subject to judgment. NOTE: Eventually, all nine dice will be placed face up on the table in a square pattern with 3 rows and 3 columns. Players can use any combination of three adjacent dice dice—whether vertically, horizontally, or diagonally—and their own two hole cards to form the best possible five-card Poker hand. After the flop, another round of betting takes place, beginning with the player to the left of the dealer (the button). During this and all future rounds of betting, players can check, call, raise, or fold when it's their turn to bet. The Turn: The dealer rolls three more SQUARE SHOOTERS® dice. The dealer arranges the rolled dice in a straight line (adjacent to each other), in the order they are rolled. This second line of dice is arranged underneath and adjacent to the first line of dice. The player to the left of the dealer (the button) begins the third round of betting. The River: The dealer rolls the final three SQUARE SHOOTERS® dice. The dealer once again arranges the rolled dice in a straight line (adjacent to each other), in the order they are rolled. This third line of dice is arranged underneath and adjacent to the first two lines of dice. Final Betting and The Winner: Players can now use any combination of 2 cards and three dice to form the best possible five-card Poker hand. The fourth and final round of betting starts with the player to the left of the dealer (the button). After the final betting round, all players who remain in the game reveal their hands. The player who made the initial bet or the player who made the last raise shows their hand first. The player with the best hand wins. Return to Top PARTY GAMES Return to Top 1. Canasta Corral Design Credit: # players: 2-4 or more. Ages: 8 and up. Category: Family Game Components: 2 Sets of 9 Square Shooters® Dice, a dice bag, scoring pad, pen or pencil. Objective: To reach 5,000 points. Instructions: Put all 18 dice into the bag. Draw 7 dice from the bag & roll them. Try to make a Canasta (7 or more dice of one denomination, with or with out Wild Cards). A Canasta must NOT have more than three Wild Cards in it. Group as many dice together as you can. You must roll at least a three-of-a-kind, in order to begin a new Canasta. If you have any dice left over, put them to the side, draw back up to 7 dice & roll again. On your next roll, build on your dice groups and/or Canasta or build new dice groups and/or Canasta. Keep doing this until you score with all 18 dice or until you no longer have a play. You may score more than one Canasta in a turn. Add up the points of the dice you scored with, along with any bonus points you may have scored (if any). Add the points of the dice you didn't score with & subtract it from your score (See: Scoring & End-of-Turn Bonuses). Whatever points are left over, is your score for the round. Put all the dice back into the bag & pass it to the player on your left. Whoever scores 5,000 points first wins! Special Cards: 2's & Jokers are wild. Red 3's are worth 100 points apiece. You may keep them immediately upon rolling them, regardless of how many you roll. If you eventually roll all four red 3's, score a bonus of 400 points. You may not use Wild Cards. Black 3's are tricky & affect game play as follows: If you roll ONE Black 3 - That die is "frozen" & cannot be re-rolled, until you roll at least two more Black 3's. TWO Black 3's - Both dice are "frozen" & cannot be re-rolled, until you roll at least one more Black 3. THREE Black 3's - You may either re-roll them or keep them for 15 points. FOUR Black 3's - You may either re-roll them or keep them for 20 points. You may not use Wild Cards. Scoring: Jokers = 50 points A, 2 = 20 points 8-K = 10 points 4-7 = 5 points End-of-Turn Bonuses: Score with all 18 dice = 100 points Mixed Canasta (Wild Cards used) = 300 points Natural Canasta (NO Wild Cards) = 500 points Playing with Partners: Each partner picks nine dice from the bag. Both players roll at the same time. Each partner may build their own Canasta or build on their partner's Canasta. Play & scoring is the same as Canasta Corral. Whichever team reaches 5,000 points first wins! Alternative ways to play: *For an easier game, you may begin a Canasta with a pair, instead of three-of-a-kind. *Allow a Canasta to have more than three Wild Cards. If you create a Canasta, consisting of nothing but Wild Cards, it is called a Wild Canasta. Wild Canasta score as follows: Wild Canasta (2's & Wild Cards) = 2,500 points Deuces Wild Canasta (2's ONLY) = 5,000 points (AUTOMATIC WIN!) Playing with only one set of Square Shooters dice: Roll all nine dice at the same time. Play & scoring is the same as Canasta Corral. Return to Top 2. Square Shooter Cribbage Design Credit: Michael Zerby # players: 2 Age Grade: 10+ Category: Family Game Components: Set of 9 Square Shooters® Dice and a Cribbage board (optional, but recommended), or paper and pencil, and 2 cups (also optional) Objective: Be the first player to score 121 points Instructions: Each player takes a cup. Place the Cribbage board on the table between the players. Choose a player to be dealer. Dealer shuffles the dice and deals four dice to each player and sets one die to the side of the board. Players place their dice in their cups and roll them, being sure to keep their dice hidden from their opponent. Re-Rolls: Players are given the option to re-roll two dice. They may use these re-rolls before “The Play” or after “The Show” before discarding dice into the “Crib”. The rolls may be split between the two, but only TWO DICE may be re-rolled. “The Play”: Once players have chosen their dice, the dealer rolls the set aside die to choose the “starter”. If a Jack is rolled, the dealer scores 2 points. Now play commences. The player opposite the dealer starts by placing a die in front of him/herself, saying the number value of the die aloud. Then the dealer plays and adds the number value of his/her die to the one played by the opponent. Play continues in this way until a maximum of 31 is reached. 31 is the highest the count can go. If a player cannot play a die without going over 31, that player says “Go” and the opponent scores 1 point. The opponent then plays all the dice he/she can without going over 31. When 31 is reached, or both players are unable to play a die, the dice in play are set aside. If all the dice have not been played, the players start the count from 1 again. Play as many rounds as necessary until all eight dice are played. Die number values: Aces are worth 1. Aces are ALWAYS low. 2-10 are worth face value. Jack, Queen, and King are also worth 10. Points in “The Play”: As players play dice, points may be awarded for certain combinations; “Go”: 1 point 15: Making the count during “the play” 15 awards 2 points 31: Making the count during “the play” 31 awards 2 points Pair: 2 points Three of a kind: 6 points Four of a kind: 12 points Sequence: must be at least a sequence of three. 1 point for every die in the sequence. Note: Sequences, Pairs, Three of a kind, and Four of a Kinds must be played sequence of play, but it is not necessary for the dice to be in order. The dice making up these combinations may not be separated by a die not part of the combination. Suit does not matter in a sequence. “The Show”: After the play, the players reveal their hands. Starting with the player opposite the dealer, points are awarded for ALL POSSIBLE scoring combinations. The “Starter” is taken into count for both the players’ hands. It acts as an extra die to allow for more combinations. Points in “The Show”: Players should look for ALL POSSIBLE combinations of points; 15: Dice that add to 15 score 2 points Pair: 2 points Three of a kind: 6 points Four of a kind: 12 points Sequences: At least three must be in the sequence. 1 point per die in the sequence. Flush: Four dice of the same suit. 4 points. One extra if the "Starter" is of the same suit. Jack of the same suit as the "Starter: 1 point The “Crib”: After all points have been awarded, both players select two dice from his/her hand and discard them into the dealer’s “Crib”. The “Crib” is essentially a second hand for the dealer. REMEMBER, players may use their re-rolls before discarding into the crib. Once the dice are discarded, the "Starter is then re-rolled, and points are awarded to the dealer in the same manner as “The Show”. The “Starter” is taken into count for the “Crib”. Once the dealer is finished counting points for the “Crib”, the round is over. Deal changes to the opposite player. The game continues until one of the players reaches 121 points. Return to Top 3. Rummy 500 Design Credit: # players: 1+ Ages: 8+ Category: Family Game Components: Set of 9 Square Shooters® Dice, score pad, pencil Objective: Be the first to score 1,000 points, or have the most after the 12th round Instructions: All the rules of traditional rummy apply with the following differences: 1. After the 3rd roll players collect PLUS points for sets and runs they built. 2. Also they collect MINUS points for dice that are not part of any set or run (so called deadwood) 3. The difference is subtracted or added to the initial 500 points, giving a running total. 4. If after the 3rd roll player didn't assemble any set or run, it costs him/her MINUS 100 points.(dice on the table do not count, it's automatic score)) 5. If after the 3rd roll player assemble all dice into sets and/or runs he/she collects PLUS 100 points.(dice on the table do not count, it's automatic score) 6. The player who falls below ZERO points looses automatically. 7. The player who scores 1000 or more is an automatic winner. 8. Otherwise: 9. The player who gets the most points after the 12th round, is the winner. 9. Any number can play. Return to Top 4. Saloon Brawl Design Credit: Kenneth Armstrong # players: 2 to 4 (more players possible with additional sets of Square Shooters dice) Age Grade: 8+ Category: Family Game Components: 1 Set of 9 Square Shooters® Dice, Poker chips Objective: Be the last player standing Instructions: Each player randomly draws two dice, the start player receives an additional die. Each player also receives five poker chips. All players secretly roll their dice. The start player selects one of his dice and places it in front of him, this is the "wild die". All players divide their dice into attack die (covered by their left hand) and defense die (covered by their right hand). When all players have accomplished this, they remove their hands from their dice, and the brawl begins. Beginning with the start player, all players will "punch" the player to their left (using the dice). If the attackers attack die is greater than the defending players defense die, the attacker lands a punch in the following way: If the attackers die was a heart - the defender looses one chip club - the defender looses two chips diamond - the defender gives one chip to the attacker spade - follow the result for whatever suit the defender played. If the defender played a spade, then use the suit on the wild die. If the wild die is also a spade, the attacker gets to select the suit. Once the first attack is completed, the defender becomes the attacker and attacks the player to his left. If a player loses his final chip, he is out of the game, and his attack is skipped. When all attacks are completed, all players re-roll their dice. The player to the left of the start player, becomes the new start player and rolls the extra die. Play continues until there is only one player remaining. NOTE: If a joker die is rolled, it's face becomes a duplicate of the wild die. The wild die is not permitted to be a joker. Advanced Play: Include a character deck of cards. Cards contain a character name and a health (from 4 to 8). Each player starts off with one character card, and a number of chips equal to the health of the card. When a player runs out of chips, his card is given to the player that eliminated him, then instead of attacking he draws a new character and chips. Play will continue until x number of character cards are drawn. The winner will be the player with the greatest health total on the characters he eliminated. Return to Top 5. Bull Shooters (B.S.) Summary: A fresh take on an old classic "Bull Shooters" breathes new life in a time-honored game by implementing the "Square Shooters" dice. Players will attempt to rid themselves of cards as quickly as possible by matching their cards with the dice rolled, or at least pretending they are. Some of the fastest hands in the west will play but shoot too quickly and someone might call bull. Design Credit: # players: 3, 4, 6 or 7 Players Ages: 10+ Category: Party Game Components: 1 Set of 9 Square Shooters® Dice, Standard deck of cards, Objective: To be the first player to remove all the cards in your hand OR to have the least amount of cards if all the dice are removed from the game. Setup: 1st player is determined by a single die roll. Highest value goes first. Ties are rerolled. Deal cards evenly amongst players. Place dice aside. Play passes clockwise. Instructions: The first player starts by rolling all 9 dice in the middle of the table. On the table is a discard pile, which starts empty. A turn consists of discarding one or more cards face down on the pile, and calling out the number of cards played. The first player must discard at least one card, the second player discards at least one more card than the first player, the next player at least one more card than the second, and so on. Any player who suspects that the card(s) discarded by a player do not match the face up value of the dice can challenge the play by calling "Bull Shooters!" or “B.S.!”. Then the cards played by the challenged player are exposed and one of two things happens: If they match the face up value of the dice, the challenge is false, and the challenger must pick up the whole discard pile; If any of the played cards does not match the face up value of the dice, the challenge is correct, and the person who played the cards must pick up the whole discard pile. After the challenge is resolved, one dice is removed from the game and the rest are rerolled by whoever won the challenge. Play continues in normal rotation: the player to the left of the one who was challenged plays and discards at least one card from their hand, then next player at least one more card than the last etc. The first player to get rid of all their cards and survive any challenge resulting from their final play wins the game. If all the dice are removed then whoever has the least amount of cards wins the game. If you play your last remaining card(s), but someone challenges you and the cards you played are not what you called, you pick up the pile and play continues. Jokers have no value when rolled. Return to Top 6. Liar Liar Summary: Players compete against each other to push their limits and stay in the game with wits, bluffs, and a little bit of luck. Design Credit: # players: 2-4 Age Grade: 13+ Catagory: Party Game Objective: Be the last player in the game. Components: 1 Set of 9 Square Shooters® Dice Instructions: For 2-3 players give each player two dice, for 4 players give each player one dice. First somebody rolls all the unowned dice in the middle of the table, then each player rolls all of his or her dice keeping them hidden behind their hands. For the first round determine the starting player at random, from then on the player who lost the challenge the previous round starts. If a player was removed from the game due to losing their last dice the player to their left starts. The starting player bids any poker hand and up to four rerolls. The next player clockwise may either raise or call. If a player raises they must bid either a poker hand the beats the previous hand and any number of rerolls or the same hand and fewer rerolls. Bidding continues until a player is called. When a player is called all dice are revealed. The player that was called must construct a five card hand by rerolling any number of dice as many times as the rerolls they bid plus one per face up joker .If they can construct a five card hand that equals or beats the hand they bid then they have succeeded, if not they fail. If a player is called and succeeds in making their bid the person that called must place one of their dice into the middle. If they fail to make their bid then that player must place a dice in the middle. If a player loses all of their dice they are out of that round of play. The Poker hands that may be bid are as follows: Pair Two Pair Three of a Kind Straight Flush Full House Four of Kind Straight Flush The last person remaining in the game wins. Return to Top 7. Four Square – Ages 21+ Only! Design Credit: Heartland Consumer Products # players: 2+ Ages: 21+ Category: Party Game Components: 1 Set of 9 Square Shooters® Dice Objective: To pass out the most drinks! Instructions: Before the game begins, decide on rules for when the jokers are rolled: a rule for the black joker, the red joker, and a rule when both are rolled at the same time. During the game, any time the jokers are rolled the rule must be followed by all players! On his turn, a player rolls all nine dice up to 4 times with the goal to match 2 or more cards of the same rank. The player can keep any matches on the table while re-rolling the dice to build more matches. Jokers are not wild, and they do not count as a match if both are rolled at once. Drinking Game Rules: After a player’s 4th roll, all of the stray dice that remain on the table without a match are counted, and that’s how many drinks the roller must take! After a player’s final roll, the person rolling gets to hand out 4 drinks for EACH 4 left face up on the table. For instance, if there are three 4’s (face up) on the table at the end of a player’s turn, the player may hand out 12 drinks to one or more people. Note that if a player leaves one 4 on the table but never rolls another four to match it, he must count that stray die for his drinking requirement but can also pass out 4drinks. ***** DRINK RESPONSIBLY. Do not drink alcohol if you are under 21. Do not drink alcohol and drive. Know your limits and do not consume alcohol excessively. GOVERNMENT WARNING: (1) According to the Surgeon General, women should not drink alcoholic beverages during pregnancy because of the risk of birth defects. (2) Consumption of alcoholic beverages impairs your ability to drive a car or operate machinery, and may cause health problems. Return to Top 8. Shootout - The Drinking Game Version! – Ages 21+ Only! Design Credit: Carmelyn Calvert # players: 2+ Ages: 21+ Category: Party Game Components: 1 Set of 9 Square Shooters® Dice and standard deck of playing cards (jokers removed) Objective: To run out of cards the quickest! Instructions: Each player is dealt five cards, which are left on the table face-up. On his turn, a player rolls all nine dice once. The player discards any of their cards which are matched by any of the rolled dice. A round is completed when everyone has played once. If a player rolls a Joker, the player is allowed to give another player any card of his choice. The game is over when a round is completed in which a player has gone out of cards. Note that a player who shoots-out all of his cards in a round might get roped back into the game if someone rolls a joker before that round is over! Tiebreaker: If more than one player shoots out all of their cards in a round, those players take turns rolling all nine dice until one of them rolls a joker and the other does not. The player who rolled the joker wins. Drinking Game Rules: If a player does not roll a match on his turn, he must drink. The length of the drink is determined by the smallest value of all dice rolled. For instance, if a 3 of any suit is the smallest dice on the table, the player will drink for 3 seconds. If a player rolls a joker, everyone else takes a single drink (of their own choice of length!) except for him. ***** DRINK RESPONSIBLY. Do not drink alcohol if you are under 21. Do not drink alcohol and drive. Know your limits and do not consume alcohol excessively. GOVERNMENT WARNING: (1) According to the Surgeon General, women should not drink alcoholic beverages during pregnancy because of the risk of birth defects. (2) Consumption of alcoholic beverages impairs your ability to drive a car or operate machinery, and may cause health problems.