Setup

  1. Choose a scorekeeper
  2. Players each throw one die, highest roll goes first
  3. First Player rolls 6 dice
  4. A Turn of 1500 or more points is necessary to get on the scoreboard
  5. Play continues Clockwise

Scoring

  • Single 1's and 5's always score
  • Other numbers need 3 or more of a kind
  • When 3 of a kind is rolled that number is considered "Open" or "In" and counts as 100 points on consecutive rolls until the end of Turn

The Turn

Player rolls 6 dice, providing at least one die scored, they may continue to roll non-scoring dice.

If all dice are scoring, the Player may roll all dice again if they choose.

When all 6 dice have contributed to your score, you may roll all 6 dice again to continue the Turn

Recording Points "Stay"

The Players' turn will continue until they chose to "Stay" by asking the scorekeeper to record the points ending the turn, or when no scoring dice can be removed from a throw (Crapping out).

Crapping Out

  • If on any Throw no points are scored the Player has "Crapped Out"
  • They lose the Roll and get zero points for that Turn
  • Dice then advance to the next Player
  • A Turn cannot finish with a score ending in 50
  • If a score would end with 50 the Player cannot "Stay" and must continue to roll until the score is even or they "Crap Out"

Winning the Game

  • Game will continue until a player ends precisely at 10,000 points without going over aka "Bust"
  • Player must be able to "Stay" bringing the score to 10K using all scoring dice rolled on that turn
  • If more scoring dice remain than can be used the player is "Bust" and turn goes to the next player

Choosing Dice

  • Players may choose how the dice combine and which dice to keep when multiple options are presented
  • Player may elect not to take additional scoring dice and end their turn (i.e. leaving a 5 on the table to maintain an even score) So long as it is not the Players' final throw for 10K
  • If a 5 is the only scoring die on a throw, then it must be taken to continue rolling and prevent crapping out

Doubles

  • If a roll ends with two dice as Doubles, providing the non-doubles are scoring, Player may roll all dice again
  • This also applies to Double Doubles where, out of five or six dice, two sets are paired. Providing the non-doubles are scoring, Player may roll all dice again if desired
  • Double Double Doubles: If three pair are rolled player gets 1000 pts and may continue rolling all dice again

Examples

Multiple Options Example

On a roll of 3,3,3,6,2&5, Player can:

  • Choose the triple 333 and 5 to make 350pts then continue to roll the 6 and 2
  • Take 300pts and continue to roll the 6, 2, and 5
  • Take the triple 333 and end their turn with 300pts

Final Push Example

If needing 700pts for 10k and rolling 6,6,6,6,2,&4, Player can:

  • Use only triple 666 (600pts) and continue rolling for the last 100pts
  • Take 600pts and hope for 100pts on their next turn

Optional Scoring Example

On a roll of 6,6,6,4,5 the Player can take 600pts and opt to discard the 4 and 5 and end their turn (not allowed during final push for 10K)

Scoring Guide

1
+100
Each
5
+50
Each
1 1 1
(3 of a kind)
Exception
=1000
1
(4 of a kind)
+1000
=2000
1
(5 of a kind)
+1000
=3000
1
(6 of a kind)
+1000
=4000
2 2 2
2X100
=200
2
+200
=400
2
+200
=600
2
+200
=800
3 3 3
3X100
=300
3
+300
=600
3
+300
=900
3
+300
=1200
4 4 4
4X100
=400
4
+400
=800
4
+400
=1200
4
+400
=1600
5 5 5
5X100
=500
5
+500
=1000
5
+500
=1500
5
+500
=2000
6 6 6
6X100
=600
6
+600
=1200
6
+600
=1800
6
+600
=2400
1 2 3 4 5 6
Straight
+1500
6 6 5 5 3 3
3 Pair
+1000