Crib Dice
Invented by Howard Fosdick © BestFreeNewGames.com
Overview: This exciting
dice game makes the perfect party or pub game. You throw dice to race your marker across a cribbage board.
The longer you choose to throw, the further you can go... and the greater the chance that your turn will
amount to nothing.
Players: Any number, 2 to 5 players is best.
Equipment: 7 dice, a dice-tossing cup, and a cribbage board that counts to 120. The
board needs a separate lane for each player. Or, use
different coloured pegs for each player so that they can share lanes.
Objective:
Advance your peg off the cribbage board first. Win the
Championship by winning the most games during a
sitting.
Play: Roll to see who goes first. Players take turns clockwise after the
leader.
To start his turn, a
player rolls all 7 dice to determine his
point value or
point.
The point is a set of two or more dice the player chooses to set aside or
freeze
that show the same number.
Once a player has established his point, he has a choice:
- He can toss all unfrozen dice in an attempt to match his point
value and thereby increase his score
---or---
- He can accept his current score, move his peg forward on the
cribbage board according to the
Scoring Chart, and end his turn by
handing the dice to the next player.
Whenever a player continues his turn after establishing his point:
- The player rolls all unfrozen dice. If he rolls one or more dice
showing his point value -- or if he rolls a 1
-- he is safe. He
freezes any dice matching his point value. (He does not freeze
dice showing 1's unless that is his point.)
- If the player does not roll at least one die matching his point
-- or a 1 -- he wipes out. His turn ends without scoring.
- A player may not change his point value once he has established
it.
A player may continue rolling unfrozen dice for as long as he wants in
an effort to increase his score. If he does not roll either his point
or a
1 in any roll, his turn
immediately ends and he scores no points for that turn. Any time prior
to such a
wipeout, the
player may decide to stop rolling and accept his currently accumulated points as
his score for the turn.
Piddle and Rollover: Once a
player obtains
either five or six
matching dice, he faces a choice. He can either stop his turn
and accept his current score, or he may
piddle.
To piddle, throw two dice:
- If the player rolls doubles with his point value, he has "no
result." Roll both dice again.
- If the player rolls doubles for any value other than his point,
his turn ends immediately with no score and he passes the dice
to the next player.
- If the player avoids rolling doubles, he keeps all points scored
thus far in his turn and rolls 7 fresh dice. This is called a rollover.
After the rollover,
the player follows the same procedure of play as before, but with
7 new dice. A rollover is just like a second turn.
After a rollover, the player may choose any new point value he wishes.
If a player wipes out (fails to roll his point or a
1)
at any time after a rollover, his turn ends and he scores no points
for the entire turn.
If a player stops while safe after a rollover, he scores all points he
accumulated both before and after the rollover.
A player can rollover as many times as he is able. His turn ends only
if:
- He declares this turn over and accepts the currently accumulated
points as his score
- He wipes out (fails to roll either his point value or a 1)
Should a player obtain 7-of-a-kind prior to piddling, he automatically
rolls over. He need not piddle. He may either continue his turn
rolling with 7 new dice, or stop and score his accumulated points for
the turn.
Piddle Points: When a player
piddles, if one of the two dice he rolls matches his point value, he adds
that die to his score prior to the rollover.
Example:
a player obtains 5-of-a-kind in fours (4-4-4-4-4) and chooses to
piddle. In his piddle roll, one die turns up a 4. The player will
score for 6-of-a-kind in the scoring chart (assuming he ends his turn
safely).
Note that if the player rolls two dice that match his point value, his piddle roll is "no
result" and he must roll again for piddle. He does not score
additional piddle points.
Scoring Chart: A player only
moves his peg on the cribbage board after completing his turn. He moves his peg forward
one position per point as follows:
Roll: |
Scores: |
Example: |
|
|
|
2 of a kind |
2 |
5-5 scores 2 points |
3 of a kind |
The number on the die |
5-5-5 scores 5 points |
4 of a kind |
2 times the number on the die |
5-5-5-5 scores 10 points |
5 of a kind |
3 times the number on the die |
5-5-5-5-5 scores 15 points |
6 of a kind |
4 times the number on the die |
5-5-5-5-5-5 scores 20 pointss |
7 of a kind |
5 times the number on the die |
5-5-5-5-5-5-5 scores 25 points |
The Bomb: If a player
selects 1's as his point and then obtains at least 6-of-a-kind in 1's,
he has rolled
the bomb and
may exchange his peg with the leading peg on the board.
If the player reaches 5-of-a-kind in 1's when going for the bomb, he
must announce his intent to bomb prior to piddling. When he piddles,
if either or both dice turn up 1's, he has successfully bombed, and
may swap the lead peg on the board for his own. If his bomb fails,
the player scores no points for the turn.
Success or failure,
the player's turn now immediately ends.
Fuchle: If a player has 3
consecutive
wipeouts -- turns in which he does not score -- he has
fuchled
and must remove his peg
back to the starting point off the board. (You
can keep track of consecutive wipeouts in the "game counter" portion
of the cribbage board.)
Double Fuchle: If a player's
peg is off the board due to a fuchle and he wipes out 2 more times
while off the board, he is eliminated from the game entirely. (Thus 5
consecutive wipeouts eliminate a player from the game.)
Game End : Game ends when a
player wins by advancing his peg 121 spaces, all the way off the
cribbage board. Other players are allowed their final turn if due them.
Skunk and Double-Skunk: Any
player who has not advanced his peg more than half way round the board
(at least 61 spots) when another player wins is
skunked
and loses 2 games. Any player whose peg is off the board (fuchled)
when the game ends is
double-skunked
and loses 4 games. If playing for drinks or wagers, those who are skunked or double-skunked must
pay doubled or quadrupled penalties, respectively.
Example Play: In Player A's
turn, he:
- Rolls 7 dice. They show
5-5-2-2-1-4-6. Player A chooses to set aside or "freeze" the two 5 dice. 5 is now
his point value or point.
- Player A rolls the five unfrozen dice (2, 2, 1, 4, and 6). He throws
5-1-6-6-6. The player freezes the 5, so his scoring combination is
now 3-of-a-kind with 5's (i.e., 5-5-5). (A player is not permitted
to switch his point value once he establishes it by freezing dice,
so this player cannot switch his point to the higher-scoring
combination of 6-6-6.)
- The player elects to stop. For his 3-of-a-kind, he scores the
number on the die, as per the Scoring Chart. He moves his peg
forward 5 positions on the cribbage board and hands the dice to the
next player.
Say Player A chooses instead in step (3) to continue. He has frozen
5-5-5 and rolls the remaining four unfrozen dice.
- If he does not roll at least one die that is either his point
value (5) -- or a 1 -- he
wipes out. His turn ends and he scores no points for the turn.
- If he rolls one or more 5's, he adds them to his frozen dice. He
may then elect either to continue his turn or stop and score his
existing point total.
- If he does not roll any 5's, but he rolls one or more 1's,
he is still safe -- though he has not increased his total score.
He may then elect to continue his turn or stop and score his
existing point total. (If the player chooses to continue, the 1's
are not frozen -- unless
they are his point value).
If Player A reaches the place in his turn where he has frozen either
five or six 5's, he can either stop his turn and move his peg as per
the Scoring Chart, or he may continue by piddling. To piddle, he rolls
two dice:
- If he rolls doubles with his point value, he has "no result."
Roll both dice again.
- If he rolls doubles for any value other than his point, his turn
ends without score.
- If he avoids rolling doubles, his turn continues anew with a
rollover, a fresh role of all
7 dice.
If the player wipes out at any time during his turn, he loses all
points accumulated both before and after the rollover. If the player
ends his turn safely (i.e., voluntarily), he scores the total of all
points accumulated both before and after any rollover(s). Players may
roll over as many times as they are able.
Alternate Rules:
"Find a Loser" -- Game
continues until only one player is left on the board. That player is
the designated loser and buys drinks or snacks for his opponents.
"Partners" -- For 4 or 6
players, play as either 2 or 3 partnerships. Partners make all
decisions jointly and take turns rolling the dice for their team.
"Pandemonium"
-- Play a wilder game by requiring only 5-of-a-kind in
1's for the Bomb,
instead of 6-of-a-kind. Change Fuchle to 4
consecutive wipeouts, up from 3. (So 6 consecutive wipeouts eliminate
a player from the game instead of 5.)
"The Long Game" -- Require
players to go double the distance to win -- down the cribbage board
and back again to Start. First player to peg off the board at Start
wins. Double the distances for skunk and double-skunk, too.
Tips for Play: Many players
proceed conservatively when their point is 5 or 6 to preserve high
scores. They aggressively pursue rollovers when their point is a low
number like 2 or 3.
Two consecutive wipeouts encourage players to act conservatively
because a 3rd wipeout fuchles them back off the board. Two more
wipeouts eliminate them from the game entirely.
Players' strategies often change depending on their relative board
position. Those behind may assume greater risk to catch up. Those
desperately behind may focus on throwing the bomb. However, keep in
mind that failure to advance to board position 61 loses 2 games, while
being off the board entirely loses 4 games. If tracking total games,
it doesn't always pay to go for the bomb, even when desperate.
The player who leads sometimes turns more conservative to preserve his
lead. However, if trailing player(s) become more aggressive, the
leader may wish to assume greater risk to end the game quickly and
limit exposure to bombs.
Dice Probabilities: Optimal play
requires knowledge of probabilities. For
n rolls of a die,
the probability of rolling either the
point number or a
1 is found
by the formula:
Success = 1 – Failure n
Assuming the point value is not
1, the chances of rolling either the
point value or a
1 with:
5 dice |
87% |
4 dice |
80% |
3 dice |
70% |
Probabilities for piddles are:
Success: |
Failure: |
No Result: |
30/36 = 83% |
5/36 = 14% |
1/36 = 3% |
License: Feel free to print, copy, and distribute these rules, so long as you retain this paragraph. Invented by Howard Fosdick © 2023, distributed under
Creative Commons License BY-ND.
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