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
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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.
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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!
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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
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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!
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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.
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PARTY GAMES
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.