Crib Dice   -- an Original Dice Game
	Invented by Howard Fosdick (V 2.1) © BestFreeNewGames.com
           
          Overview: This exciting
           game makes the perfect party or pub challenge. 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:  2 to 5 individuals. Or 4 or 6 players paired into partnerships.
            
          
Equipment: 7 dice and optional tossing cup.
	
	A cribbage board. Ideally with one lane for each player. Or use different colour pegs in the same lanes.
	
          
          
Goal:  
          Win the Game by advancing your peg furthest off the cribbage board. Win the sitting by winning the most games.
         
          
          
Play:  Roll two dice. Highest total goes first. Others 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 matching dice the player selects to set aside or 
freeze. 
          The player is required to establish his point in his first roll of 7 dice.
	  
          
          
          Now the player 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:
          
            - He 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, and thereby increases his score. (He does not freeze
              dice showing 1's unless that is his point.)
            - If the player did 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 his turn in this manner for as long as he wants to or is able. 
	  
          
          
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 in an attempt to get another turn.
 
         
To piddle, throw two dice:
          
          
            - If the player rolls doubles for any value other than his point,
              his turn ends immediately with no score. Pass the dice
              to the next player.
            - If the player rolls doubles that match his point value -- no result. Roll again. 
            - 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.
The Rollover: 
          A rollover is just like starting a new turn with 7 fresh dice. The player chooses any new point value through the usual
	procedure.
          
          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. 
	
	 
Ending Your Turn: A player's turn ends 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)
Automatic Rollover: 
          Should a player obtain 7-of-a-kind without piddling, he automatically
          rolls over. He may then continue or end his turn as he chooses.
          
	 
          
          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:
          
          
	  
            
              
                | 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 
 | 
            
          
 
    
        
	  
	  
          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.  
	  
          
          
Game End : The game ends when at least one player has moved his 
	peg off the board 
and all remaining players have had a chance to complete their final turn in that round.
	Whoever has run his peg furthest off the board wins the game.
          
	
Once you've played the game a few times, we strongly recommend adding the "Advanced Rules" below.
          Example Play:  In a player's
          turn, he:
          
	  
          - Rolls 7 dice. They show
            5-5-2-2-1-4-6. He chooses to set aside or "freeze" the two 5 dice. 5 is now
            his point value or Point.
- The player chooses to roll 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 chooses 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 the player 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 either 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 either 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 the player reaches a point 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" and
              must 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.
          
          Advanced Rules:
	Once you're used to the game, we strongly recommend adding these rules:
          Piddle Points:  Obtain 2 extra dice that are only used for piddling. 
	 
When a player
          piddles, if either one or both of the two dice he rolls matches his point value, he adds
          those to his score prior to the rollover. 
	
Examples:
          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 
          scores for 6-of-a-kind (assuming he ends his turn
          safely).
          
	  If the player threw two 4's in his piddle, he scores for 7-of-a-kind. 7-of-a-kind is the maximum score obtainable
	  through piddle 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. 
          
          
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. 
          
          
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.
          
	
One Peg per Hole (Bumping):  If you're playing with more than one peg per track, you could have a situation in which the 
	hole your peg is supposed to move to is already occupied. In this case, place your peg in that hole, and move the previous
	occupant 5 holes back.
          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.         
          
	
"The Long Game" -- Players to go double the distance to win -- down the cribbage board
          and back again to Start. Player who pegs furthest off the board at Start 
          wins. Double the distances for skunk and double-skunk, too.
          
	
"Partners" -- For 4 or 6
          players, play as either 2 or 3 partnerships. Partners take turns rolling the dice for their team
	and must make all decisions jointly.
          
	
          
	
"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.)
          
          
	
         Tips for Play: Here's an easy way to compute scoring. Mentally remove two dice from	
	your matching dice and sum the rest.
	Example: You have 6-6-6-6-6-1-3. That's 5 matching dice. Mentally eliminate two of them,
	that gives you three 6's. Thus your current score is 6 + 6 +6 = 18.
	
Example: You have 4-4-4-5-5-3-1. That's 3 matching dice. Mentally eliminate two of them, that gives
	you one left. So your score is 4.
	
When their point is a high number like 5 or 6, players often
          proceed cautiously to preserve their points.
          When their point is a low number like 2, they figure they have
	  little to lose and play more aggressively.
          
          Two consecutive wipeouts encourage players to act cautiously
          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. 
	  If tracking games during a session, keep in
          mind that failure to advance to board position 61 loses 2 games, while
          being off the board entirely loses 4 games. So going for the bomb
          sometimes risks a more severe loss.
          
          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.
          
	  Picking 1's as your Point gives you the chance to try for a bomb. However, it also
	  reduces
 your chances to continue your turn as you roll, because your Point and the safe die
	  are the same single value.
	For easier scoring, use two pegs. Keep one peg where it was when you started your turn, and move a second peg forward as you score points. 		
	If you wipe out during the turn, just remove the second peg and you're back where you started.
	  Keep track of consecutive wipeouts in the game counter section of most cribbage boards. Then there's no dispute when 
	someone fuchles.
	
Click here for a Scoring Summary Chart. 
          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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