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SINGLE ELIMINATION

DOUBLE ELIMINATION

SWISS



MINI FORMATS

PAINTED ZODIAC

PAINTED TANGO

PAINT THE MIDDLE

PAINTED OreOs

PAINTED NO KEEP QUADS

PAINTED HALF-DOZEN

GREEN SHAMROCK

PAINTED GO FISH

COLORLESS YATZY

PAINTED BOTTOMLESS

PAINTED 3-3-3

PAINTED 2-2-2

1 ROLL PAINTED WITH STINGER

1 ROLL PAINTED

1 ROLL FANDANGO

CLASSIC 1 ROLL

TRIPLE 1 ROLL 8 CORNERS

CLASSIC 1 ROLL 4 CORNERS

PAINTED 7TH INNING STRETCH

PAINTED ROYAL HOUSES (NEW)

PAINTED BABY BUGGY (NEW)

TRIPLE 8 CORNERS

CLASSIC 4 CORNERS

CLASSIC 1 ROLL WITH A STINGER

TRIPLE 1 ROLL BOTTOMLESS

TRIPLE 1 ROLL TOPLESS

TRIPLE LAST CHANCE

PAINTED 1 ROLL LEAPFROG

CLASSIC 1 ROLL LEAPFROG

PAINTED TIE BREAKER 3 ROLLS 1-1-1

CLASSIC TIE BREAKER 3 ROLLS LOWEST CHANCE

TRIPLE TIE BREAKER 3 ROLLS HIGHEST CHANCE



LUDO AND LUDO PARTNERS FORMATS

To Read How To Play Ludo:
When you first come into Online Bandit
Press on the, Start Game Gun, and go down until you see the Question Mark
That says help, and press that
When you see Ludo, or the icon for Ludo
Click on that, and the instructions come up
on how to play Ludo
You can ask someone
To show you
How to play
As well!!

REGULAR LUDO

LUDO 2 MEN IN

LUDO 1 MAN OUT

LUDO 2 MEN OUT

LUDO 1 MAN IN

NO KNOCK LUDO

1 MAN ON THE HOME RUNWAY

LUDO KNOCKOUT

LUDO REGULAR PARTNERS

PARTNERS LUDO 2 MEN IN

PARTNERS LUDO 2 MEN OUT

LUDO PARTNERS KNOCKOUT



CLASSIC FORMATS

1-2

21

CLASSIC CRAPSHOOT

REGULAR CLASSIC

3 STRIKES

CLASSIC LEAPFROG

LOWBALL

REVERSE CONSECUTIVE

2-1

CONSECUTIVE

OBSESSIVE YATZY

CLASSIC CALL YOUR SHOT

Classic with A Stinger

classic player's choice

classic Double straight extreme

LEAP FROG-*-OLD SCHOOL-*-CLASSIC



PAINTED FORMATS

1-2-3

14 ROUNDS

3 STRIKES

3-2-1

4-4-4

5-5-5

7-11

BAKERS DOZEN

BEGIN WITH COLORS

BLACK JACK

BONUS BOW

BONUS FLUSH

BOTTOMS UP

BOX CARS

BUTTERFLY

CALL YOUR SHOT

CHASING RAINBOWS

COLORFUL CRAPS

COLORFUL STRAIGHT

CONSECUTIVE

COP STOPPER

COUNTDOWN

COUNTING COLORS

COUNTING COLORS WITH A TWIST

CRAPPY CRAPS

CRAPPY HOUSES

CRAPS ADVENTURE

CRAPSHOOT(CRAPS)

CRAPSHOOT-CHOOSE YOUR KEEPER

CRAPSHOOT CRAZY 8s

CRAPSHOOT WITH A CATCH

CRAPSHOOT (CRAPS) WITH A STINGER

CRAZY 8s

CRAZY 8s WITH A TWIST

CRISS CROSS Ptd DELIGHT

DIZZY DICE

DOUBLE YOUR TROUBLE

ELEVENTH HOUR

END WITH COLORS

FANDANGO

FIRE N ICE

FLIPPED OUT

FOLLOW ME

FULLY LOADED

GOBLINS REVENGE

HIJACK

HI/LOW

HOUSES WILD

JUMPING CRAPSHOOT

LEAPFROG

LEMONADE

LUCKY 13

LUCKY CHARMS

MIXIN PAINT

NEVER FORGOTTEN 9-11

NIFTY 50s

ONCE IN A BLUE MOON

PAINT BY NUMBERS

PAINT NO TOUCH

PAINTED 250

PAINTED HUGGIES

PAINTED LOWBALL

PAINTED MIDNIGHT

PAINTED PERFECTION

PAINTED DELITE

PLAYERS CHOICE

POOH'S LEAP N CRAP

PSYCHO 10s

PURPLE PASSION

RACE TO THE STARS

RAINBOW DELITE

RED DEVIL

REGULAR PAINTED WITH STINGER(S)

REGULAR PAINTED

REVERSE CONSECUTIVE

REVERSE COUNTING COLORS

ROYAL FLUSH

SCARLET FEVER

SCREW YOUR HOST

SEESAW

SIZZLIN 7s

SNAKE EYES

STOPLIGHT

STRAIGHT BOW-DELIGHT

STRAIGHT EXTREME

STRAIGHT FLUSH

STRAIGHT FUN

THE ULTIMATE BLINDFOLD

TIME 4 CRAPS

TIME WELL SPENT

TOPLESS

TOUR OF COLORS

TWICE AS NICE

UNLUCKY 13

USA PRIDE

XANADU

YELLOW FEVER

ZIPCODE (NEW)

ZIPCODE CRAPSHOOT (NEW)

Leap Frog--*--Old School--*--Painted



SEASONAL/HOLIDAY FORMATS

12 DAYS OF CHRISTMAS

JINGLE BELL RUN

GREEN SHAMROCK



TRIPLE FORMATS

1 ROLL TRIPLE

LOWBALL

TRIPS TO 1000 OR MORE

10-10

BOTTOMLESS

TOPLESS

TRIPS TO 1200 OR MORE

DICE DERBY

1-2

CRAPSHOOT

TRIPLE CRAPS 123

TRIPS TO 550

20 ROUNDS

FULLCARD TRIPLE

TRIPS TO 1000 EXACT

TRIPS TO 750 ON THE NOSE

TRIPLE WITH STINGER(S)



PARTNERS FORMATS

2-2

CHASIN RAINBOWS

CLUE

CRAPSHOOT(CRAPS)

DOUBLE FUN

FANDANGO

FIRE N ICE

MISSION IMPOSSIBLE

PAINTED DELITE

RACE TO THE STARS

REGULAR PAINTED

STRAIGHT EXTREME

TEXAS HOLDEM

TRIPLE TOP OR BOTTOM

2 WAY CONSECUTIVE PARTNERS

PARTNERS DICE DERBY



SWISS FORMATS

EASY AS 123

MOVIE TRIVIA











SINGLE ELIMINATION(S/E)
A SINGLE ELIMINATION TOURNEY IS A TOURNEY STYLE
THAT IF YOU LOSE A GAME IN ANY ROUND
OF THE TOURNAMENT
YOU ARE OUT OF THE TOURNAMENT.
THIS CAN EITHER BE A 1 ON 1 TOURNEY
OR A PARTNER TOURNEY.
ONCE YOU LOSE IN ANY SINGLE ROUND
OF THE TOURNAMENT
YOU ARE NO LONGER IN THE TOURNAMENT
BACK TO TOP





DOUBLE ELIMINATION(D/E)
YOU KEEP PLAYING IN THE TOURNEY UNTIL YOU HAVE 2 LOSSES.
ONCE YOU HAVE LOST YOUR FIRST GAME,
YOU WILL PLAY THE BOTTOM BRACKET.
IF YOU DEFEAT ALL YOUR PLAYERS IN THE TOP BRACKET
YOU WILL ADVANCE TO THE FINALS
WHERE YOU WILL PLAY THE WINNER
OF THE BOTTOM BRACKET.
IF YOU LOSE IN THAT MATCH,
YOU WILL HAVE TO PLAY
THE BOTTOM BRACKET WINNER AGAIN.
THIS WILL DETERMINE WHO THE OVERALL WINNER WILL BE.
BACK TO TOP





SWISS
YOU PLAY IN EVERY ROUND EVEN IF YOU LOSE
UNTIL ONLY ONE PERSON IS UNDEFEATED.
IF YOU DO NOT WANT TO
CONTINUE TO PLAY IN THE TOURNEY
YOU MUST CLEARLY ASK THE TD TO TAKE YOU OUT,
AND CHECK STANDNGS PAGE TO MAKE SURE
YOU WERE REMOVED FROM THE TOURNEY.
IF YOU GO MISSING DURING A SWISS TOURNEY
THE TD WILL TIME YOU AND
SHOULD YOU NOT RETURN WITHIN THE
TIMER ALLOWED BEFORE THE ADVANCING OF THE NEXT ROUND,
THE TD WILL REMOVE YOU FROM THE TOURNEY AUTOMATICALLY.
BACK TO TOP





CLASSIC 1-2
SET CLASSIC TABLE
ROLL ONCE
AND FILL THE TOP
AND SCORE IN ANY ORDER
ONCE TOP IS COMPLETED
TAKE 2 ROLLS WITH KEEPERS
FILL THE BOTTOM SECTION
AND COMPLETE IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





CLASSIC 1 ROLL
SET CLASSIC TABLE
ROLL ONCE
AND SCORE ANYWHERE
HIGH SCORE WINS
BACK TO TOP





classic Double straight extreme
SET CLASSIC TABLE
3 rolls no keepers
until you score both your small and FULL straights
then 3 rolls with keepers
high score wins
BACK TO TOP





Classic call your shot
SET CLASSIC TABLE
3 ROLLS WITH KEEPERS
ROLL ONCE AND THEN CALL WHAT YOU ARE GOING FOR
YOU DO THIS FOR EACH TURN ROTATION
IF YOU DONT GET IT YOU MUST ZERO IT OUT
HIGHEST SCORE WINS
BACK TO TOP





classic player's choice
SET CLASSIC TABLE
AT THE BEGINNING OF EACH ROUND
THE HOST WILL CHOOSE A PLAYER
TO PICK A CLASSIC FORMAT TO BE PLAYED
BACK TO TOP





Classic with A Stinger
SET CLASSIC TABLE
3 ROLLS WITH KEEPERS
before EACH ROUND THE HOST WILL STATE A STINGER
FOR AN AUTO WIN, THAT STINGER MUST BE SCORED IN IT'S RESPECTABLE SPOT, to count as the auto win
HIGH SCORE WINS
BACK TO TOP





LEAP FROG-*-OLD SCHOOL-*-CLASSIC
SET CLASSIC TABLE
3 ROLLS WITH KEEPERS
START AT 1 AND SKIP EVER OTHER ONE DOWN, 1s, 3s ,5s, 1 PAIR, 3 PAIRS, 4 OF A KIND
SMALL STRAIGHT, FULL STRAIGHT, CHANCE, AND BACK UP TO THE 2s
AND DO 2s, 4s, 6s, 2 PAIRS, 3 OF A KIND
2x3 OF A KIND, LARGE STRAIGHT, FULL HOUSE, AND FINALLY YATZY
HIGH SCORE WINS
BACK TO TOP





CLASSIC 2-1
SET A CLASSIC TABLE
2 ROLLS WITH KEEPERS
COMPLETE THE TOP SECTION ONLY
AND COMPLETE IN ANY ORDER
THEN ROLL ONE TIME
AND DO THE BOTTOM SECTION
AND COMPLETE IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





CLASSIC 21
SET A CLASSIC TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN SCORE A 21 IN CHANCE
IF YOU GO OVER 21 IT A BUST (AUTO LOSS)
IF NO ONE SCORES A 21 IN CHANCE
THEN THE PERSON CLOSEST TO 21 WINS
YOU CAN SCORE AT ANYTIME AND ANYWHERE
BACK TO TOP





CLASSIC 3 STRIKES
SET A CLASSIC TABLE
ROLL 3 TIMES WITH NO KEEPERS
YOU MUST ROLL ALL 3 TIMES AND
ONLY SCORE AFTER THE 3RD ROLL
SCORE ANYWHERE
HIGH SCORE WINS
BACK TO TOP





PAINTED TIE BREAKER 3 ROLLS 1-1-1
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN ONLY 1 SPOT, ON THE TOP, MIDDLE, AND THE BOTTOM SECTIONS
IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





CLASSIC TIE BREAKER 3 ROLLS LOWEST CHANCE
SET A CLASSIC TABLE
3 ROLLS NO KEEPERS
ROLL FOR THE LOWEST SCORE, AND SCORE IN THE CHANCE AREA
LOWEST SCORE WINS
BACK TO TOP





TRIPLE TIE BREAKER 3 ROLLS HIGHEST CHANCE
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
ROLL FOR THE HIGHEST SCORE, AND SCORE IN THE CHANCE AREA
HIGHEST SCORE WINS
BACK TO TOP





CLASSIC CONSECUTIVE
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
START AT 1S AND SCORE, THEN 2S AND SCORE, 3S THEN SCORE
it must be scored in order
GO ON DOWN, UNTIL YOU GET TO THE BOTTOM
AND THE CARD IS FILLED
HIGH SCORE WINS
BACK TO TOP





CLASSIC CRAPSHOOT
SET CLASSIC TABLE
3 ROLLS NO KEEPERS
SCORE ANYWHERE AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





CLASSIC LEAPFROG
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER:
1's, 3's, 5's, 1 PAIR, 3 PAIRS, 4 OF A KIND
SMALL STRAIGHT, FULL STRAIGHT, CHANCE, YATZY
FULL HOUSE, LARGE STRAIGHT, 2X3 OF A KIND, 3 OF A KIND
2 PAIRS, 6's, 4's, 2's
HIGH SCORE WINS
BACK TO TOP





CLASSIC LOWBALL
SET CLASSIC TABLE
YOU ROLL ONLY ONCE
TRY TO ZERO OUT AS MUCH AS POSSIBLE
AND SCORE THE LOWEST CHANCE
THE OBJECT IS, TO HAVE THE LOWEST SCORE AT THE END
LOW SCORE WINS
BACK TO TOP





OBSESSIVE YATZY
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
HOWEVER, YOU MUST ROLL FOR A YATZY
FOR/ON EVERY ROLL
AFTER 3 TIMES OF TRYING FOR A YATZY, AND NOT GETTING ONE, YOU MAY SCORE ANYWHERE
UNLESS YOU GET A YATZY
THEN YOU CAN SCORE THAT YATZY
YATZY MUST BE THE LAST THING YOU ZERO OUT
AFTER SCORING 2 YATZEES, REPORT IN THE LOBBY CHAT HOW MANY MORE YOU GET AFTER THE 2
THE GOAL IS TO GET THE MOST YATZEES
IF YOU CAN NOT SCORE SOMEPLACE WITH YOUR YATZEES YOU MUST ZERO SOMETHING OUT
THE MOST YATZEES WIN
IF NEITHER OF YOU GETS ANY YATZEES, THEN HIGH SCORE WINS
BACK TO TOP





REGULAR CLASSIC
SET CLASSIC TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





CLASSIC 1 ROLL LEAPFROG
SET CLASSIC TABLE
ONE ROLL ONLY
SCORE IN THIS ORDER:
1's, 3's, 5's, 1 PAIR, 3 PAIRS, 4 OF A KIND
SMALL STRAIGHT, FULL STRAIGHT, CHANCE, YATZY
FULL HOUSE, LARGE STRAIGHT, 2X3 OF A KIND, 3 OF A KIND
2 PAIRS, 6's, 4's, 2's
HIGH SCORE WINS
BACK TO TOP





CLASSIC 1 ROLL WITH A STINGER
SET CLASSIC TABLE
ROLL ONLY 1 TIME
SCORE ANYWHERE
AT THE BEGINNING OF EACH ROUND, THE HOST WILL ANNOUNCE A STINGER
THE STINGER MUST BE SCORED IN ITS PROPER AREA TO COUNT AS THE AUTO WIN
IF NEITHER GETS THE STINGER
THEN HIGH SCORE WINS
BACK TO TOP





REVERSE CLASSIC CONSECUTIVE
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
START AT Yatzy, Chance, Full House, Full Straight
Large Straight, Small Straight, 2x3 of a kind
4 of a kind, 3 of a kind, 3 pairs, 2 pairs
1 pair, 6, 5, 4, 3, 2, 1
this must be done in order
HIGH SCORE WINS
BACK TO TOP





CLASSIC 4 CORNERS
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
SCORE IN CORNERS ONLY
1's, 6's, 1 PAIR, AND YATZY
HIGH SCORE WINS
BACK TO TOP





1 ROLL FANDANGO
SET TABLES PAINTED
YOU GET 1 ROLL EACH TURN
FILL IN THE COLORS (MIDDLE) SECTION FIRST, IN ANY ORDER
THEN DO 4 TURNS ON THE TOP, AND 4 TURNS ON THE BOTTOM
IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





CLASSIC 1 ROLL 4 CORNERS
SET A CLASSIC TABLE
ROLL ONLY ONCE
score in corners only
1's, 6's, 1 Pair, yatzy
high score wins
BACK TO TOP





1 ROLL PAINTED LEAPFROG
SET A PAINTED TABLE
ONLY 1 ROLL
SCORE IN THIS ORDER
1, 3, 5, BLUE, PURPLE/PINK, YELLOW
4 OF COLOR, PAINTED HOUSE, RAINBOW
YATZY, FLUSH, CHANCE, STRAIGHT, FULL HOUSE
4 OF A KIND, GREEN, RED, 6, 4, 2
HIGH SCORE WINS
BACK TO TOP





1 ROLL PAINTED
SET PAINTED TABLE
ROLL ONCE EACH TURN
SCORE ANYWHERE
HIGH SCORE WINS
BACK TO TOP





1 ROLL PAINTED WITH STINGER
SET PAINTED TABLE
ROLL ONCE EACH TURN
SCORE ANYWHERE
FOR AN AUTO WIN
SCORE A 1 ROLL STRAIGHT
IF NO ONE GETS THE STINGER
THEN HIGH SCORE WINS
BACK TO TOP





PAINTED 1-2-3
SET PAINTED TABLE
TOP SECTION (1 THRU 6)YOU GET 1 ROLL
SCORE ANYWHERE IN TOP SECTION UNTIL COMPLETED
MOVE TO MIDDLE SECTION
YOU GET 2 ROLLS WITH KEEPERS
SCORE ANYWHERE UNTIL COMPLETED
MOVE TO BOTTOM SECTION
YOU GET 3 ROLLS WITH KEEPERS
SCORE ANYWHERE UNTIL COMPLETED
HIGH SCORE WINS
BACK TO TOP





12 DAYS OF CHRISTMAS
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE AS NORMAL.

KEEP COUNT OF HOW MANY 12's ARE SCORED
WHO EVER HAS THE MOST 12's, AT THE END OF THE GAME, GETS THE AUTO WINS
(ANNOUNCE IN GAME CHAT, YOUR 12's, SUCH AS " I HAVE SCORED 3, 12's."
Example of 12s:
12 on 3s
12 on 4s
12 on 6s
12 on Blue, Red, Purple/Pink, Green and Yellow colors
12 on 4 of color
12 on 4 of kind
12 on Chance
BACK TO TOP





14 ROUNDS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
YOU PLAY UNTIL YOU REACH 14 ROUNDS
SCORE ANYWHERE AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





PAINTED 2-2-2
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ONLY 2 PLACES ON THE TOP
SCORE 2 PLACES IN THE MIDDLE
AND 2 PLACES ON THE BOTTOM
SCORE IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





PAINTED 3 STRIKES
SET A PAINTED TABLE
ROLL 3 TIMES WITH NO KEEPERS
YOU MUST ROLL ALL 3 TIMES AND
ONLY SCORE AFTER THE 3RD ROLL
SCORE ANYWHERE
HIGH SCORE WINS
BACK TO TOP





PAINTED 3-2-1
SET PAINTED TABLE
START AT TOP SECTION
3 ROLLS WITH KEEPERS AND COMPLETE
THEN DO MIDDLE/COLORS SECTION
WITH 2 ROLLS WITH KEEPERS AND COMPLETE
THEN DO BOTTOM SECTION
WITH ONLY 1 ROLL AND COMPLETE
HIGH SCORE WINS
BACK TO TOP





PAINTED 3-3-3
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE 3 PLACES ON TOP
3 PLACES IN MIDDLE
AND 3 PLACES ON BOTTOM
SCORE IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





PAINTED 4-4-4
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE AT ANY TIME BUT ONLY
SCORE 4 PLACES ON THE TOP
SCORE 4 PLACES IN MIDDLE
AND SCORE 4 PLACES ON THE BOTTOM
HIGH SCORE WINS
BACK TO TOP





PAINTED 5-5-5
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
SCORE 5 PLACES ON THE TOP
5 PLACES IN THE MIDDLE SECTION
AND 5 PLACES ON THE BOTTOM
SCORE IN ANY ORDER AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





PAINTED 7-11
SET PAINTED TABLE
3 ROLLS NO KEEPERS
SCORE ALL 7s OR 11s
OR A COMBO OF BOTH
IN THE MIDDLE/COLORS SECTION, FOR THE AUTO WIN
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
BACK TO TOP





7TH INNING STRETCH
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
SCORE ONLY IN 7 SPOTS
SCORE ANYWHERE, AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





BAKERS DOZEN
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE ALL 13s IN THE MIDDLE/COLORS SECTION
AND A 13 IN CHANCE
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
BACK TO TOP





BEGIN WITH COLORS
SET PAINTED TABLE
UP TO 3 ROLLS WITH KEEPERS
DO COLOR SECTION FIRST IN ANY ORDER
THEN DO TOP AND BOTTOM SECTIONS IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





BLACKJACK
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR THE AUTO WIN:
SCORE 2 IN BLUES
SCORE 1 IN REDS
SCORE 2 IN PINK/PURPLE
SCORE 1 IN GREEN
SCORE 2 IN YELLOW
SCORE 21 IN CHANCE
IF NO AUTO WIN, THEN HIGH SCORE WINS
BACK TO TOP





BONUS BOW
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
ONCE YOU SCORE A RAINBOW
EVERY ADDITIONAL RAINBOW YOU SCORE
YOU ADD AN EXTRA 50 POINTS TO YOUR FINAL SCORE
SCORE ANYWHERE
HIGH SCORE WINS

**YOU MUST ANNOUNCE IN CHAT WHEN YOU ROLL A BONUS BOW
**YOU MUST STOP AND SCORE IT ANYWHERE (EVEN IF THAT MEANS A ZERO)
BACK TO TOP





BONUS FLUSH
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
ONCE YOU SCORE A FLUSH
EVERY ADDITIONAL FLUSH YOU SCORE
YOU ADD AN EXTRA 50 POINTS TO YOUR FINAL SCORE
SCORE ANYWHERE
HIGH SCORE WINS
**YOU MUST ANNOUNCE IN CHAT WHEN YOU ROLL A BONUS FLUSH **YOU MUST STOP AND SCORE IT ANYWHERE (EVEN IF THAT MEANS A ZERO)
BACK TO TOP





PAINTED BOTTOMLESS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
DO ONLY THE TOP AND MIDDLE SECTION
SCORE IN ANY ORDER
DO NOT SCORE ON THE BOTTOM SECTION
HIGH SCORE WINS
BACK TO TOP





BOTTOMS UP
SET PAINTED TABLE
YOU GET ONE ROLL
START AT FLUSH AND WORK YOUR WAY UP TO 1's
HIGH SCORE WINS
BACK TO TOP





BOXCARS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ALL 6s IN THE MIDDLE COLORS SECTION
SCORE FOUR OF A KIND WITH FOUR 6's
FOR THE AUTO WIN
IF NO AUTO WIN
HIGH SCORE WINS
*(4 OF KIND WILL SCORE ALL DICE BUT YOU MUST HAVE FOUR 6s)
BACK TO TOP





BUTTERFLY
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
START IN THE MIDDLE WITH COLORS, AND FILL IN ANY ORDER
THEN GO TO 6'S, 4 OF A KIND, 5'S, 4 OF A COLOR
4'S, FULL HOUSE, 3'S, PAINTED HOUSE, 2'S, STRAIGHT
1'S, RAINBOW, CHANCE, YATZY, FLUSH
HIGH SCORE WINS
BACK TO TOP





CALL YOUR SHOT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
ROLL ONCE THEN CALL WHAT YOU ARE TRYING FOR
IF YOU DO NOT GET WHAT YOU WERE TRYING FOR YOU MUST ZERO IT OUT
HIGH SCORE WINS
BACK TO TOP





CHASIN RAINBOWS
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
UNTIL YOU SCORE YOUR RAINBOW
ONCE YOU SCORE YOUR RAINBOW
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





COLORFUL CRAPS
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
UNTIL YOU SCORE YOUR FOUR OF A COLOR
ONCE YOU SCORE YOUR FOUR OF A COLOR
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





COLORFUL STRAIGHT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE A RAINBOW STRAIGHT IN
EITHER THE STRAIGHT OR RAINBOW
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
BACK TO TOP





COLORLESS YATZY
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ONLY IN THE TOP SECTION, 4 OF A KIND,
FULL HOUSE, STRAIGHT, YATZY AND CHANCE

YOU DO NOT SCORE, OR ZERO OUT THE COLORS
SCORE IN ANY ORDER
HIGH SCORE WINS

***REMEMBER, DO NOT SCORE OR ZERO OUT COLORS
BACK TO TOP





PAINTED CONSECUTIVE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
START AT THE 1s, AND WORK DOWN CONSECUTIVELY TO FLUSH
HIGH SCORE WINS
BACK TO TOP





COP STOPPER
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
IF YOU ROLL 1 BLUE DICE AND 1 RED DICE
AT THE SAME TIME, YOU MUST STOP AND SCORE
*THE 1 RED AND 1 BLUE MUST BE ROLLED IN THE SAME ROLL

RED AND BLUE LIGHTS MEANS YOU HAVE BEEN PULLED OVER

Example: IF YOU ROLL A RED DICE IN THE FIRST ROLL
AND IN THE SECOND ROLL, YOU ROLL A BLUE DICE, IT IS NOT A COP STOPPER

Example: IF IN ONE ROLL, YOU ROLL 2 REDS AND ONE BLUE DICE
IT IS NOT A COP STOPPER
HIGH SCORE WINS
BACK TO TOP





PAINTED COUNTDOWN
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN, SCORE A
10 IN BLUE
A 9 IN RED
A 8 IN PURPLE
A 7 IN GREEN
AND A 6 IN YELLOW
SCORE IN ANY ORDER
YOU CAN SCORE ON YOUR BOTTOM AND TOP
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
BACK TO TOP





COUNTING COLORS
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN
SCORE A:
1 IN BLUE
2 IN RED
3 IN PINK/PURPLE
4 IN GREEN
5 IN YELLOW
SCORE IN ANY ORDER
YOU CAN SCORE IN YOUR TOP AND BOTTOM SECTION
IF YOU CAN'T GET THEM SCORED NUMBER WISE, IN ORDER
THEN HIGH SCORE WINS
BACK TO TOP





COUNTING COLORS WITH A TWIST
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN
SCORE A:
5 IN BLUE
4 IN RED
3 IN PINK/PURPLE
2 IN GREEN
1 IN YELLOW
SCORE IN ANY ORDER
(YOU CAN SCORE ON YOUR BOTTOM AND YOUR TOP)
THE TWIST IS, IF YOU SCORE YOUR FULL HOUSE
YOU GET KEEPERS (3 ROLLS WITH KEEPERS)
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
BACK TO TOP





CRAPPY CRAPS
SET A PAINTED TABLE

DO TOP SECTION FIRST
YOU GET 1 ROLL
AND COMPLETE

THEN MOVE TO MIDDLE SECTION
YOU GET 2 ROLLS NO KEEPERS
AND YOU MUST SCORE AFTER YOUR 2ND ROLL
AND COMPLETE

THEN MOVE TO BOTTOM SECTION
YOU GET 3 ROLLS NO KEEPERS
YOU MUST SCORE AFTER YOUR 3RD ROLL ONLY
AND COMPLETE

***YOU MAY SCORE ANYWHERE WITHIN THE SECTION YOU ARE WORKING ON

HIGH SCORE WINS
BACK TO TOP





CRAPPY HOUSES
SET PAINTED TABLE
3 ROLLS NO KEEPERS
UNTIL YOU SCORE BOTH YOUR PAINTED HOUSE AND YOUR FULL HOUSE
ONCE YOU SCORE BOTH HOUSES
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





CRAPS ADVENTURE
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
UNTIL YOU SCORE YOUR
RAINBOW, STRAIGHT, AND PAINTED HOUSE
THEN YOU GET 3 ROLLS WITH KEEPERS
SCORE ANYWHERE, AT ANYTIME
HIGH SCORE WINS
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PAINTED CRAPSHOOT (CRAPS)
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
(YOU MAY NOT KEEP ANY DICE)
IF YOU LIKE WHAT YOU ROLL, SCORE IT SOMEPLACE
IF NOT, ROLL ALL 5 DICE AGAIN
YOU MUST SCORE THE 3RD ROLL SOMEWHERE
SO MAKE EM COUNT
YOU CAN SCORE AT ANYTIME, AND ANYWHERE
HIGH SCORE WINS
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CRAPSHOOT CRAZY 8s
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN, SCORE ALL 8's IN THE MIDDLE SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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CRAPSHOOT-CHOOSE YOUR KEEPER
SET PAINTED TABLE
3 ROLLS NO KEEPERS(CRAPSHOOT)
UNLESS YOUR CHOSEN DICE COMES UP
AT THE BEGINNING OF YOUR GAME
BEFORE YOU ROLL
EACH PLAYER CHOOSES A COLOR AND NUMBER
ONLY 1 DICE

EXAMPLE: IF YOU CHOOSE THE PINK/PURPLE 6
AND IT IS ROLLED, IN YOUR FIRST ROLL
YOU GET KEEPERS FOR THAT TURN
IF IT IS ROLLED ON YOUR 2ND ROLL
YOU GET KEEPERS FOR THAT TURN.....
DO THIS EACH ROUND
THE CHOSEN DICE
MUST BE ROLLED IN ORDER TO HAVE KEEPERS
HIGH SCORE WINS
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CRAPSHOOT WITH A CATCH
SET PAINTED TABLE
YOU GET 3 ROLLS
ON THE FIRST ROLL ONLY OF EACH TURN
YOU MAY HAVE KEEPERS
AFTER 1ST ROLL OF EACH TURN
YOU CANNOT MOVE OR ADD DICE THAT HAVE BEEN PUT INTO KEEPERS SPOT
FROM THE 1ST ROLL
YOU CAN SCORE AT ANYTIME AND ANYWHERE
HIGH SCORE WINS
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CRAPSHOOT (CRAPS) WITH A STINGER
SET A PAINTED TABLE
3 ROLLS NO KEEPERS
BEFORE EACH ROUND, THE HOST WILL ANNOUNCE THE STINGER
IF YOU GET THE STINGER, ITS AN AUTO WIN
YOU MUST SCORE THE STINGER IN ITS PROPER PLACE
FOR IT TO COUNT, AS THE AUTO WIN
IF NO ONE GETS THE STINGER
THEN HIGH SCORE WINS
ROLLING OUT OF FORMAT IS AN AUTO LOSS
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CRAZY 8s
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE ALL 8s, IN THE MIDDLE (COLORS) SECTION
IF NO ONE SCORES ALL 8s, IN THE MIDDLE SECTION
THEN HIGH SCORE WINS
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CRAZY 8s WITH A TWIST
SET A PAINTED TABLE
3 ROLLS NO KEEPERS (CRAPS)
FOR AN AUTO WIN
SCORE ALL 8s IN THE MIDDLE/COLORS SECTION
THE TWIST IS, IF YOU SCORE A RAINBOW
THEN YOU GET 3 ROLLS WITH KEEPERS
YOU CAN KEEP 8's, THROUGH OUT THE GAME
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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CRISS CROSS PAINTED DELIGHT
SET PAINTED TABLE
1ST PLAYER (TABLE SETTER) PLAYS CRAPSHOOT ROUNDS 1-10
2ND PLAYER (PERSON JOINING THE SETTER) PLAYS REG PTD ROUNDS 1-10

ROUNDS 11-20 PLAYERS CRISS CROSS
PLAYER 1 PLAYS REG PTD, PLAYER 2 PLAYS CRAPS

SCORE ANYWHERE, AND AT ANYTIME
HIGH SCORE WINS.
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DIZZY DICE
SET PAINTED TABLE
ALL ODD NUMBERED ROUNDS YOU ROLL CRAPS(3 ROLL NO KEEPERS)
ALL EVEN NUMBERED ROUNDS YOU ROLL REGULAR(3 ROLLS WITH KEEPERS)
HIGH SCORE WINS
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DOUBLE YOUR TROUBLE
SET PAINTED TABLE
YOU GET 2 ROLLS WITH KEEPERS EVERY TURN
SCORE IN ANY ORDER AT ANYTIME
BUT REMEMBER YOU ONLY GET 2 ROLLS
HIGH SCORE WINS
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ELEVENTH HOUR
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE ALL 11s IN THE MIDDLE COLORS SECTION
AND AN 11 IN CHANCE
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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END WITH COLORS
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
DO THE TOP AND BOTTOM SECTION FIRST, IN ANY ORDER
THEN DO THE COLOR SECTION LAST, IN ANY ORDER
HIGH SCORE WINS
*DO NOT SCORE OUT OF FORMAT*
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FANDANGO
SET PAINTED TABLE
YOU GET 3 ROLLS WITH KEEPERS
FILL IN THE COLOR SECTION FIRST, IN ANY ORDER
THEN DO 4 TURNS ON THE TOP, AND 4 TURNS ON BOTTOM, IN ANY ORDER
HIGH SCORE WINS
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FIRE N ICE
SET PAINTED TABLE
3 ROLL NO KEEPERS
EXCEPTION IS:
YOU MAY HAVE KEEPERS IF THEY ARE RED OR BLUE DICE

PERSON WHO SETS TABLE IS FIRE- ONLY ALLOWED TO KEEP RED DICE
PLAYER WHO JOINS TABLE IS ICE- ONLY ALLOWED TO KEEP BLUE DICE

SCORE A STRAIGHT IN YOUR ASSIGNED COLOR RED OR BLUE
OR A FLUSH IN YOUR ASSIGNED COLOR RED OR BLUE
FOR THE AUTO WIN
IF NO AUTO WIN THEN
HIGH SCORE WINS
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FLIPPED OUT
SET PAINTED TABLE
YOU GET 3 ROLLS WITH KEEPERS
THE PLAYER SETTING THE GAME
PLAYS TOP TO BOTTOM CONSECUTIVELY: (IN ORDER)
1, 2, 3 ETC
THE PLAYER JOINING THE GAME
PLAYS BOTTOM UP CONSECUTIVELY: (IN ORDER)
FLUSH, YATZY, CHANCE, ETC
HIGH SCORE WINS
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FOLLOW ME
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
WHO EVER ROLLS FIRST, IS THE LEADER
WHO EVER ROLLS SECOND, IS THE FOLLOWER
THE FOLLOWER MUST SCORE AS THE LEADER, IN EACH ROUND
IF THE FOLLOWER CAN NOT SCORE AS THE LEADER
THEY MUST MARK A ZERO IN THE SAME SECTION
HIGH SCORE WINS
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FULLY LOADED
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FIRST PLAYER TO FILL THE BOTTOM, COMPLETELY
WITHOUT ZEROING ANYTHING OUT
GETS THE AUTO WIN
SCORE ANYWHERE
OTHERWISE HIGH SCORE WINS
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GO FISH
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER:
FOUR OF A KIND, YIPPEE-YATZY, SIXES,AND FLUSH
HIGH SCORE WINS
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GOBLINS REVENGE
SET PAINTED TABLE
3 ROLLS NO KEEPERS
YOU CAN ONLY KEEP GREEN DICE
YOU MAY SCORE ANYWHERE AND SCORE AFTER ANY ROLL
BUT REMEMEBER YOU CAN ONLY KEEP GREEN DICE
HIGH SCORE WINS
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GREEN SHAMROCK
SET PAINTED TABLE
3 ROLLS WITH KEEPERS, WITH ONLY GREEN DICE
SCORE ONLY WITH GREEN DICE
ALL OTHER COLORS ARE FORBIDDEN

SCORE WITH GREEN DICE ONLY IN THE FOLLOWING SECTIONS:

GREENS ONLY IN MIDDLE COLORS SECTION
GREENS ONLY IN 4 OF COLOR
GREENS ONLY IN FLUSH
GREENS ONLY IN STRAIGHT GREEN FLUSH, SCORED IN THE STRAIGHT SPOT
GREENS ONLY IN CHANCE
HIGH SCORE WINS

**(REMEMBER ONLY GREEN DICE MAY BE HELD OR SCORED
EXAMPLE: ROLL 1, YOU ROLL 2 GREEN 2's, AND NO OTHER 2's
YOU RISK ROLLING AGAIN AND GETTING ANOTHER 2 THAT IS NOT GREEN
AND UNABLE TO SCORE
IF YOU GET A COLOR THAT IS ILLEGAL IN THIS FORMAT,
YOU MUST MARK A ZERO IN ONE OF THE PLACES LISTED ON THE FORMAT
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HALF DOZEN
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN ANY 6 SLOTS
HIGH SCORE WINS
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HIJACK
SET A CLASSIC, PAINTED, OR TRIPLE TABLE

THE OBJECT OF THE GAME IS TO HIJACK / SABOTAGE YOUR OPPONENTS GAME
3 SABOTAGES ALLOWED PER GAME
(USE THEM WISELY!)

TO HIJACK, SAY "HIJACK" IN CHAT DURING YOUR OWN ROLL, BEFORE YOU SCORE
(TO ENSURE YOUR OPPONENT HAS SEEN THE HIJACK)
ONCE YOU HAVE ANNOUNCED 'HIJACK', THE OPPONENT MUST ONLY ROLL ONE TIME
AND SCORE ANYWHERE ON THEIR BOARD
OTHERWISE SCORE NORMALLY
HIGH SCORE WINS
IF YOU DO NOT FOLLOW THE HIJACK, IT IS AN AUTO LOSS

*** IN CHAT STATE HIJACK 1, HIJACK 2, HIJACK
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PAINTED HI/LOW
SET PAINTED TABLE
ONE ROLL ONLY, EACH TURN
YOU MUST SCORE THE HIGHEST SCORE AVAILABLE
ON THE SCORE CARD, EACH TURN
IF YOU SCORE IN THE WRONG SPACE
WHICH IS NOT THE HIGHEST SCORE
YOU ADD 50 POINTS, TO YOUR FINAL SCORE
IF THERE ARE ONLY ZEROS AVAILABLE, TO BE SCORED
THEN YOU MAY SCORE ANYWHERE
LOWEST SCORE WINS
**ANNOUNCE IN GAME CHAT, EITHER YOU, OR YOUR OPPONENT, THE MISTAKE IN SCORING** **IF THE OPPONENT SEES IT, AND THERE IS A DISPUTE, PLEASE SCREEN SHOT IT, BEFORE TAKING YOUR TURN**
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HOUSES WILD
SET PAINTED TABLE
2 ROLLS WITH KEEPERS
UNTIL YOU SCORE BOTH YOUR PAINTED HOUSE, AND YOUR FULL HOUSE
ONCE YOU SCORE BOTH HOUSES
YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
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JINGLE BELL RUN
SET A PAINTED TABLE
3 ROLLS NO KEEPERS
BUT YOU, MAY ONLY HOLD RED AND GREEN DICE


THE EXCEPTION FOR THIS IS: 3 ROLLS NO KEEPERS, AT ALL, IN THE TOP SECTION, AND, YOU MAY SCORE AS YOU PLEASE IN THE TOP SECTION

SCORE ONLY, GREENS AND/OR REDS IN, 4 OF COLOR, PAINTED HOUSE, FLUSH, CHANCE

ALSO, YOU MAY SCORE ONLY A RED OR GREEN STRAIGHT FLUSH, SCORED IN THE STRAIGHT AREA
HIGH SCORE WINS
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JUMPING CRAPSHOOT
SET PAINTED TABLE
YOU GET 3 ROLLS WITH NO KEEPERS, THE WHOLE GAME
YOU MAY SCORE ANYWHERE IN THE SECTION, YOU ARE PLAYING IN, AT THE TIME
DO THE TOP SECTION FIRST (CRAPSHOOT), UNTIL COMPLETED
THEN MOVE TO THE BOTTOM SECTION (CRAPSHOOT), AND COMPLETE

THEN MOVE TO THE MIDDLE SECTION (CRAPSHOOT), AND COMPLETE
HIGH SCORE WINS
BACK TO TOP





LUCKY 13s
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
YOU DO 4 TURNS IN EACH SECTION (TOP) (BOTTOM) AND (MIDDLE), IN ANY ORDER
AND THEN 1 EXTRA TURN IN ONE SECTION OF YOUR CHOICE
AND WHEN DOING THE EXTRA TURN
LET THE OTHER PLAYER KNOW (I HAVE TAKEN MY EXTRA TURN)
BACK TO TOP





PAINTED LEAPFROG
SET PAINTED TABLE
YOU GET UP TO 3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER:
1, 3, 5, BLUE, PURPLE/PINK, YELLOW
4 OF COLOR, PAINTED HOUSE, RAINBOW YATZY, FLUSH
HOP BACK UP TO CHANCE, STRAIGHT, FULL HOUSE 4 OF A KIND, GREEN, RED, 6, 4, 2
HIGH SCORE WINS
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LEMONADE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE A PINK/PURPLE AND YELLOW PAINTED HOUSE
AND A PINK/PURPLE OR YELLOW 4 OF COLOR, ALONG WITH SCORING A YELLOW OR PINK/PURPLE FLUSH
AND A STRAIGHT FLUSH< SCORED IN THE STRAIGHT AREA OF PINK/PURPLE OR YELLOW
IF NO AUTO WIN
THEN, HIGH SCORE WINS
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PAINTED LOWBALL
SET PAINTED TABLE
ONLY 1 ROLL EACH TURN
ZERO OUT AS MUCH AS POSSIBLE
AND SCORE THE LOWEST CHANCE
YOU CAN SCORE ANYWHERE
THE LOWEST SCORE WINS
BACK TO TOP





LUCKY CHARMS
SET A PAINTED TABLE
THE LUCKY CHARMS DICE ARE THE RED SIX AND/OR THE GREEN SIX
IF YOU ROLL ANY OF THE LUCKY CHARMS DICE
ON THE 1st ROLL, WHICH IS A RED SIX AND/OR GREEN SIX
THEN YOU GET 3 ROLLS WITH KEEPERS, FOR THAT ROUND
IF YOU DO NOT ROLL A LUCKY CHARM DICE ON THE 1st ROLL
THEN YOU GET 3 ROLLS NO KEEPERS (CRAPS), FOR THAT ROUND
DO THIS FOR EACH ROUND
STOP AND SCORE AT ANYTIME
SCORE IN ANY ORDER
HIGH SCORE WINS
***(YOU DON'T HAVE TO KEEP THE LUCKY CHARM DICE)
***(LUCKY CHARM DICE CAN BE CHANGED BY THE HOSTING TD)
BACK TO TOP





NEVER FORGET 9-11
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
FOR THE AUTO WIN
SCORE A
9 IN BLUES
11 IN REDS
9 IN PURPLES/PINKS
11 IN GREENS
AND, 9 IN YELLOWS
YOU CAN SCORE AT ANYTIME, ANYWHERE, AND DO IT, IN ANY ORDER
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WIN
BACK TO TOP





NIFTY 50s
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FIRST PLAYER TO SCORE BOTH A YATZY AND A FLUSH
GETS THE AUTO WIN
IF NO ONE GETS BOTH
THEN HIGH SCORE WINS
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NO KEEP QUADS
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
SCORE ANYWHERE AT ANY TIME, BUT ONLY
SCORE 4 PLACES ON THE TOP
SCORE 4 PLACES IN MIDDLE
AND SCORE 4 PLACES ON THE BOTTOM
NO MORE THEN 4 SCORES IN EACH SECTION
HIGH SCORE WINS
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ONCE IN A BLUE MOON
SET PAINTED TABLE
3 ROLLS NO KEEPERS
YOU CAN ONLY KEEP BLUE DICE
YOU MAY SCORE ANYWHERE AND SCORE AFTER ANY ROLL
BUT REMEMEBER YOU CAN ONLY KEEP BLUE DICE
HIGH SCORE WINS
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OreOs
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
ONLY SCORE IN THE OreOs
OreOs ARE PLACES WITH AN "O" IN THE NAME
ONES, TWOS, FOURS, YELLOW, 4 OF A COLOR,
4 OF A KIND, FULLHOUSE, PAINTED HOUSE, and RAINBOW.
SCORE IN ANY ORDER BUT ONLY SCORE IN THE OreO's.
IF YOU MUST MARK A ZERO YOU MUST MARK OUT ONE OF THE OreO's
HIGH SCORE WINS
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PAINT BY NUMBERS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
ON YOUR 1st ROLL
THE DICE AT THE 12:00 SPOT
WILL TELL YOU WHERE TO SCORE
1 OR 2 = TOP SECTION
3 OR 4 = MIDDLE SECTION
5 OR 6 = BOTTOM SECTION
IF YOU ROLL A NUMBER, AND THAT SECTION IS FULL
THOSE NUMBERS BECOME WILD, AND YOU MAY SCORE ANYWHERE
PLEASE STATE YOUR NUMBER, IN GAME CHAT
SO YOUR OPPONENT KNOWS WHAT YOU ARE ROLLING FOR
HIGH SCORE WINS
TDS MAY CHANGE THIS FORMAT AND CHOOSE
ANY COMBINATION OF NUMBERS FOR ANY SECTION
BACK TO TOP





MIXIN PAINT (PAINT MIXER)
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
DO THE MIDDLE COLORS SECTION 1st, AND COMPLETE
THEN DO THE BOTTOM SECTION, AND COMPLETE
THEN DO THE TOP SECTION, AND COMPLETE
HIGH SCORE WINS
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PAINT NO TOUCH
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
BUT ONCE YOU HAVE THE KEEPERS IN THE TRAY
YOU MAY NOT TAKE THEM OUT AGAIN
SCORE ANYWHERE
HIGH SCORE WINS
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PAINT THE MIDDLE
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FILL ONLY THE MIDDLE/COLOR SECTION
SCORE AT ANYTIME
HIGH SCORE WINS
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PAINTED 250
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE AT ANYTIME
THE PERSON CLOSEST TO A FINAL SCORE OF 250 WINS (OVER 250, DOES NOT COUNT)

IF YOU TIE, LET THE HOSTING TD KNOW, AND PLAY THE BELOW FORMAT FOR THE TIE BREAKER
*IN THE EVENT OF A TIE*
3 ROLLS NO KEEPERS
THE PERSON CLOSEST TO 25 IN CHANCE WINS

**CAN BE PLAYED ON A TRIPLE TABLE AS WELL**
BACK TO TOP





PAINTED DELITE
SET PAINTED TABLE
FOR ROUNDS 1-10-YOU PLAY CRAPSHOOT
(3 ROLLS NO KEEPERS)
SCORE ANYWHERE AT ANYTIME
THEN FOR ROUNDS 11-20 YOU PLAY REG PAINTED
(3 ROLLS WITH KEEPERS)
SCORE ANYWHERE ANYTIME
HIGH SCORE WINS
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PAINTED HUGGIES
SET A PAINTED TABLE
ROLL ONCE (one time) EACH TURN
YOU ARE TO SCORE AS MANY ZEROS (HUGGIES) AS POSSIBLE
YOU MUST START FROM THE TOP SECTION FOR YOUR FIRST TURN
THEN YOUR NEXT TURN, THE MIDDLE
AND THEN THE BOTTOM, AND BACK TO TOP AGAIN
REPEAT THIS PATTERN OF SCORING
SCORE ANYWHERE (EXCEPT CHANCE, ON THE BOTTOM)
COUNT UP YOUR ZEROS (HUGGIES) BEFORE YOUR LAST ROUND-- (ROUND 19)
THE MOST HUGGIES WINS!!!

IF THE GAME IS TIED, WITH AN EQUAL NUMBER OF HUGGIES
ROLL ONCE AND SCORE IN THE CHANCE
ONLY IN THE EVENT OF A TIED GAME
THE PERSON WITH THE HIGHEST SCORE IN CHANCE WINS
BACK TO TOP





PAINTED MIDNIGHT
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE ALL 12s IN THE MIDDLE (COLORS) SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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PAINTED PERFECTION
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE 16, OR MORE POINTS IN EACH COLOR, (IN THE CENTER, COLORS SECTION)
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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PLAYERS CHOICE
SET A PAINTED TABLE
EACH ROUND WILL BE ANNOUNCED IN THE LOBBY
THE PLAYER WHO IS CHOSEN, BY THE HOST
WILL PICK A FORMAT FOR THAT ROUND
BACK TO TOP





POOHS LEAP N CRAP
SET PAINTED TABLE
YOU GET UP TO 3 ROLLS WITH NO KEEPERS
YOU SCORE IN THIS ORDER:
1s, 3s, 5s, BLUE, PURPLE/PINK, YELLOW
4 OF COLOR, PAINTED HOUSE, RAINBOW, YATZY
THEN START AT FLUSH, AND GO BACK UP IN ORDER, (CONSECUTIVELY)
HIGH SCORE WINS
BACK TO TOP





PSYCHO 10s
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE ALL 10s, IN THE MIDDLE/COLORS SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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PURPLE PASSION
SET PAINTED TABLE
3 ROLLS NO KEEPERS
YOU CAN ONLY KEEP PURPLE/PINK DICE
YOU MAY SCORE ANYWHERE, AND SCORE AFTER ANY ROLL
BUT REMEMBER, YOU CAN ONLY KEEP PURPLE/PINK DICE
HIGH SCORE WINS
BACK TO TOP





RACE TO THE STARS
SET A PAINTED TABLE
3 ROLLS WITH NO KEEPERS
THE 1st PLAYER TO SCORE A STRAIGHT
GETS 3 ROLLS WITH KEEPERS
THE OTHER PERSON HAS TO FINISH THE GAME
WITH 3 ROLLS NO KEEPERS
REGARDLESS, IF THEY GET A STRAIGHT AND SCORE IT
HIGH SCORE WINS
BACK TO TOP





RAINBOW DELITE
SET PAINTED TABLE
YOU GET ONLY 2 ROLLS WITH KEEPERS
UNTIL YOU SCORE YOUR RAINBOW
ONCE YOU SCORE YOUR RAINBOW
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





RED DEVIL
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
IF YOU DO NOT HAVE A RED DICE
BY THE END OF 3rd ROLL, WITH KEEPERS
THEN YOU MUST SCORE A ZERO SOMEWHERE
OTHERWISE, YOU MAY SCORE ANYWHERE, IF YOU DO HAVE A RED DICE, IN YOUR KEEPERS
IF YOU CAN NOT SCORE A ZERO
WHATEVER YOU SCORE MUST BE DEDUCTED FROM YOUR FINAL SCORE, AS A PENALTY
AS WELL AS ANY BONUSES FROM PENALTIES, DEDUCTED ALSO
HIGH SCORE WINS!!
**THE RED DICE DOES NOT HAVE TO BE SCORED
BUT MUST HAVE A RED DICE IN ORDER TO SCORE
BACK TO TOP





REGULAR PAINTED
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





REGULAR PAINTED WITH STINGER(S)
SET PAINTED TABLE
YOU GET 3 ROLLS WITH KEEPERS
IF 1 STINGER, IT WILL BE CALLED
AT THE BEGINNING OF EACH ROUND
IF 2 STINGERS, THEY WILL BE ANNOUNCED, BEFORE THE FIRST ROUND, AND USED FOR THE ENTIRE GAME
YOU MUST BE ABLE TO SCORE THE STINGER(S)
IN THEIR CORRECT SPOT, AND SECTION, TO GET THE AUTO WIN
OTHERWISE, HIGH SCORE WINS
BACK TO TOP



PAINTED REVERSE CONSECUTIVE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
START AT FLUSH, AND WORK UP CONSECUTIVELY TO THE 1s
HIGH SCORE WINS
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REVERSE COUNTING COLORS
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN
SCORE A:
5 IN BLUES
4 IN REDS
3 IN PURPLES/PINKS
2 IN GREENS
AND 1 IN YELLOWS
SCORE IN ANY ORDER
(YOU CAN SCORE ON YOUR BOTTOM AND YOUR TOP)
IF YOU CANT GET THEM SCORED, NUMBER WISE, IN ORDER
THEN HIGH SCORE WINS
BACK TO TOP





ROYAL FLUSH
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE EITHER A BLUE, OR A PURPLE/PINK FLUSH
IN THE FLUSH SECTION/AREA (TO COUNT)
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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SCARLET FEVER
SET PAINTED TABLE
3 ROLLS NO KEEPERS
YOU CAN ONLY KEEP RED DICE
YOU MAY SCORE ANYWHERE AND SCORE AFTER ANY ROLL
BUT REMEMEBER YOU CAN ONLY KEEP RED DICE
HIGH SCORE WINS
BACK TO TOP





SCREW YOUR HOST
SET PAINTED TABLE
THE HOST PLAYS: CHASIN RAINBOWS
THE PLAYER PLAYS: REGULAR PAINTED
HIGH SCORE WINS
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SEESAW
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER:
1'S, CHANCE, 2'S, YATZY
3'S, FLUSH, 4'S, RAINBOW
5'S, STRAIGHT, 6'S, PAINTED HOUSE
BLUE, FULL HOUSE, RED, 4 OF COLOR
PURPLE/PINK, 4 OF A KIND, GREEN, YELLOW
HIGH SCORE WINS
BACK TO TOP





SIZZLIN 7s
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE ALL 7s, IN THE MIDDLE/COLORS SECTION
IF NO ONE, GETS THE AUTO WIN
THEN HIGH SCORE WINS
ROLLING OUT OF FORMAT, IS AN AUTO LOSS
BACK TO TOP





SNAKE EYES
SET PAINTED TABLE
YOU GET 3 ROLLS WITH NO KEEPERS
FOR AN AUTO WIN
SCORE ALL 1s IN THE MIDDLE/COLORS SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
**TAKING KEEPERS IS AN AUTO LOSS**
BACK TO TOP





STOPLIGHT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
THE TOP DICE, (AT THE 12:00 SPOT) OF EACH TURN
WILL TELL YOU WHERE TO SCORE
YOU DO NOT HAVE TO KEEP YOUR TOP DICE
AND BE SURE IN GAME CHAT
TO SAY WHERE YOU ARE SUPPOSE TO SCORE
IF THE DICE IS RED=SCORE IN TOP SECTION ONLY--ANY ORDER
IF THE DICE IS YELLOW=SCORE IN MIDDLE SECTION ONLY--ANY ORDER
IF THE DICE IS GREEN=SCORE IN BOTTOM SECTION ONLY--ANY ORDER
IF THE DICE IS BLUE OR PURPLE=IT IS WILD--SCORE ANYWHERE YOU WISH
IF A SECTION BECOMES FULL, THAT COLOR BECOMES A WILD
HIGH SCORE WINS
BACK TO TOP





STRAIGHT BOW DELIGHT
SET PAINTED TABLE
3 ROLLS NO KEEPERS
UNTIL YOU SCORE BOTH YOUR RAINBOW AND YOUR STRAIGHT
THEN YOU GET 3 ROLLS WITH KEEPERS
SCORE ANYTIME AND ANYWHERE
HIGH SCORE WINS
BACK TO TOP





STRAIGHT EXTREME
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
UNTIL YOU SCORE YOUR STRAIGHT
ONCE YOU SCORE YOUR STRAIGHT
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





STRAIGHT FLUSH
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE A STRAIGHT AND A FLUSH IN ONE
SCORE THAT, EITHER IN THE STRAIGHT AREA OR THE FLUSH AREA, TO COUNT AS THE AUTO WIN
ALSO, IT HAS TO BE A STRAIGHT FLUSH
ANNOUNCE IN GAME CHAT, THAT YOU ARE SCORING YOUR STRAIGHT FLUSH, BEFORE YOU SCORE IT
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
BACK TO TOP





STRAIGHT FUN
SET PAINTED TABLE
2 ROLLS WITH KEEPERS
UNTIL YOU SCORE YOUR STRAIGHT
ONCE YOU SCORE YOUR STRAIGHT
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





PAINTED ROYAL HOUSES (NEW)
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE LIKE THIS
SCORE BLUE AND YELLOW IN THE CENTER COLORS SECTION
THE PAINTED HOUSE MUST BE IN BLUE AND YELLOW
BLUE OR YELLOW 4 OF A COLOR
A BLUE OR YELLOW STRAIGHT FLUSH, SCORED IN THE STRAIGHT AREA
ONLY A BLUE FLUSH OR A YELLOW FLUSH ARE ALLOWED, IN THE FLUSH AREA
IF YOU CAN NOT SCORE IN THOSE AREAS
THEN ZERO OUT ONE OF THOSE AREAS
SCORE IN ANY ORDER
HIGH SCORE WINS
BACK TO TOP





TANGO
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER
TWOS, RAINBOW, ONES, GREENS, AND YELLOW
HIGH SCORE WINS
BACK TO TOP





THE ULTIMATE BLINDFOLD
SET A PAINTED TABLE
EACH ROUND WILL BE ANNOUNCED IN THE LOBBY, BY THE HOST
NO PLAYERS WILL KNOW WHAT THE FORMAT IS
OR WHAT GAME IT WILL BE, UNTIL
THE HOST ANNOUNCES IT, FOR THAT ROUND
BACK TO TOP





TIME 4 CRAPS
SET PAINTED TABLE
3 ROLLS NO KEEPERS
UNTIL YOU SCORE YOUR 4 OF A KIND
ONCE YOU SCORE YOUR 4 OF A KIND
THEN YOU GET 3 ROLLS WITH KEEPERS
SCORE ANYWHERE AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





TIME WELL SPENT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
START BY SCORING IN ANY SECTION YOU WISH
BUT KEEP IN MIND, THIS IS THE SECTION
YOU MUST DO YOUR TIME IN
YOU MUST COMPLETE THAT SECTION
BEFORE MOVING TO A DIFFERENT SECTION
YOU MAY CHOOSE ANY OTHER SECTION, NEXT
BUT YOU MUST FINISH THE SECTION, BEFORE MOVING ON
HIGH SCORE WINS
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PAINTED TOPLESS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN THE MIDDLE, AND THE BOTTOM SECTIONS ONLY
DO NOT DO THE TOP SECTION
HIGH SCORE WINS
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TOUR OF COLORS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
DO ALL OF THE MIDDLE COLORS, 4 OF A COLOR
PAINTED HOUSE, RAINBOW, FLUSH AND CHANCE
SCORE IN ANY ORDER
AS LONG YOU DON'T GO OUT OF FORMAT
HIGH SCORE WINS
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TWICE AS NICE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE
BUT THE FIRST, TO GET THEIR TOP AND MIDDLE BONUSES
GETS THE AUTO WIN
IF NO ONE GETS THE AUTO WIN
THEN, HIGH SCORE WINS
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UNLUCKY 13s
SET TABLES PAINTED
3 ROLLS NO KEEPERS
FOR AN AUTO WIN
SCORE A
1 IN BLUES
3 IN REDS
1 IN PURPLES/PINKS
3 IN GREENS
AND 1 IN YELLOWS
YOU CAN SCORE AT ANYTIME, ANYWHERE
AND SCORE IN ANY ORDER
BUT (1,3,1,3,1) GOES IN THE MIDDLE COLORS SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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USA PRIDE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
TO SCORE, YOU MUST HAVE EITHER A BLUE OR RED, OR A COMBO OF BOTH

YOU MAY SCORE ANYWHERE, AT ANYTIME
HIGH SCORE WINS

***THE RED OR BLUE DOESNT HAVE TO BE SCORED***
BUT YOU MUST HOLD ONE OF EITHER COLOR, OR BOTH, TO SCORE
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XANADU
SET PAINTED TABLE
3 ROLLS WITH KEEPERS

ROLL ONCE

YOUR MUSE (OPPONENT) WILL CALL WHAT TO SCORE
IF YOU DO NOT GET WHAT YOUR OPPONENT HAS CALLED
YOU MUST SCORE IT AS A ZERO
SCORE THE BEST YOU CAN
HIGH SCORE WINS

**REVERSE CALL YOUR SHOT**
HIGH SCORE WINS
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YELLOW FEVER
SET PAINTED TABLE
3 ROLLS NO KEEPERS
YOU CAN ONLY KEEP YELLOW DICE
YOU MAY SCORE ANYWHERE AND SCORE AFTER ANY ROLL
BUT REMEMEBER YOU CAN ONLY KEEP YELLOW DICE
HIGH SCORE WINS
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ZODIAC
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN:
SCORE A 1 IN 1's
SCORE A 2 IN 2's
SCORE A 12 IN 4's
SCORE A 12 IN 6's
SCORE A 1 IN BLUE
SCORE A 2 IN RED
SCORE A 1 IN PINK
SCORE A 2 IN GREEN
SCORE A 1 IN YELLOW
SCORE A 12 IN CHANCE
YOU MAY SCORE IN ANY ORDER
IF NO AUTO WIN
THEN HIGH SCORE WINS
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ZIPCODE (NEW)
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
IN EACH ROUND, THE HOST WILL ANNOUNCE A 5 NUMBER SEQUENCE, LIKE IN A ZIP CODE EACH CENTER COLOR SLOT HAS A NUMBER FROM 0-9
(FOR THE AUTO WIN) THE HOST WILL SAY THE NUMBER, AND THAT IS WHAT YOU SCORE FROM TOP TO BOTTOM IN THE CENTER COLORS
FOR EXAMPLE, ZIPCODE 32707, WOULD BE, BLUE 3 RED 2 PINK/PURPLE 7 GREEN 0 AND YELLOW 7
(AUTO WIN) OR HIGH SCORE WINS
THE HOST MIGHT SAY WHAT NUMBER GOES WHERE, INSTEAD OF IN ORDER, IT'S UP TO YOUR HOST
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ZIPCODE CRAPSHOOT (NEW)
SET PAINTED TABLE
3 ROLLS NO KEEPERS
EACH ROUND THE HOST WILL ANNOUNCE A 5 NUMBER SEQUENCE, LIKE IN A ZIP CODE EACH CENTER COLOR SLOT HAS A NUMBER FROM 0-9
(FOR THE AUTO WIN) THE HOST WILL SAY THE NUMBER, AND THAT IS WHAT YOU SCORE FROM TOP TO BOTTOM IN THE CENTER COLORS
FOR EXAMPLE, ZIPCODE 32707, WOULD BE, BLUE 3 RED 2 PINK/PURPLE 7 GREEN 0 AND YELLOW 7
(AUTO WIN) OR HIGH SCORE WINS
THE HOST MIGHT SAY WHAT NUMBER GOES WHERE, INSTEAD OF IN ORDER, IT'S UP TO YOUR HOST
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Leap Frog--*--Old School--*--Painted
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
Start at the Ones, And Skip every other one, 1, 3, 5, Blue, Purple\Pink,Yellow, 4 of Color
Painted House, Rainbow,Yatzy
Hop Back Up, To The 2s, Do 2s, 4s, 6s, Reds, Greens
4 of A Kind, Full House, Straight
Chance, Flush
High Score Wins
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PAINTED BABY BUGGY (NEW)
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE THIS WAY
IN CENTER COLORS SECTION, SCORE IN THE BLUE AND PINK/PURPLE SPOTS
IN THE BOTTOM, SCORE IN BLUE AND PINK/PURPLE COLORS ONLY
PAINTED HOUSE, AND A STRAIGHT FLUSH, SCORED IN THE STRAIGHT AREA
ALSO, IN THE BOTTOM SECTION
SCORE ALL PINK/PURPLE OR ALL BLUE IN THE 4 OF A COLOR SPOT AND IN THE FLUSH SPOT
IF YOU CAN NOT SCORE IN THOSE AREAS, THEN ZERO OUT ONE OF THOSE AREAS
HIGH SCORE WINS
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1 ROLL TRIPLE
SET A TRIPLE TABLE
1 ROLL EACH TURN
SCORE ANYWHERE
FILL THE ENTIRE CARD
HIGH SCORE WINS
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REGULAR LUDO
SET A LUDO TABLE
THE FIRST PLAYER
TO GET ALL 4 MEN IN
FIESTA, WINS
THERE WILL BE ONLY 1 RESET, PER GAME
IF YOU, OR YOUR OPPONENT GETS BOOTED
THE RESET WILL BE, FIRST MAN HOME
THE FIRST PLAYER TO GET 1 MAN HOME, WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO 2 MEN IN
SET A LUDO TABLE
PLAY REGULAR LUDO
THE FIRST PLAYER TO GET
2 MEN, IN FIESTA, WINS
THE OTHER PLAYER MUST HIT THE WHITE FLAG
IF A DISCONNECT HAPPENS
THE RESET WILL BE
THE FIRST PLAYER, WITH ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO 1 MAN OUT
SET A LUDO TABLE
ONLY 1 MAN, IS ALLOWED OUT
AT A TIME
WHEN YOUR MAN GETS ONTO THE
HOME RUNWAY, YOU MAY TAKE ANOTHER MAN OUT
THE FIRST, TO GET ALL MEN IN FIESTA, WINS
IF YOU MAKE A MISTAKE
YOU MUST GIVE UP YOUR GAME
IF A DISCONNECT HAPPENS
THE RESET WILL BE
THE FIRST PLAYER, WITH ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO 2 MEN OUT
SET A LUDO TABLE
ONLY 2 MEN ARE ALLOWED OUT
AT A TIME
YOU MAY TAKE ANOTHER OUT
WHEN, AT LEAST ONE OF THOSE IS IN THE HOME RUNWAY
THE FIRST TO GET ALL 4 MEN
INTO FIESTA, WINS
IF YOU MAKE A MISTAKE
YOU MUST GIVE UP YOUR GAME
IF A DISCONNECT HAPPENS
THE RESET WILL BE
THE FIRST PLAYER, WITH ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO 1 MAN IN
SET A LUDO TABLE
THE FIRST PLAYER TO GET
1 MAN, IN FIESTA, WINS
THE OTHER PLAYER MUST HIT THE WHITE FLAG
YOU MAY HAVE ALL MEN OUT
AND YOU MAY KNOCK OFF MEN
IF A DISCONNECT HAPPENS
THE RESET WILL BE
THE FIRST PLAYER, WITH ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO NO KNOCK OFF
SET A LUDO TABLE
YOU CAN NOT KNOCK, YOUR OPPONENT'S MEN OFF
YOU CAN NOT CAMP//SIT ON
YOUR OPPONENT'S START GLOBE (2 MEN, ON THE SAME GLOBE)
YOU MAY, IN ANY OTHER AREA ON THE BOARD
YOU MAY HAVE ALL MEN OUT
THE FIRST PLAYER, TO GET
ALL 4 MEN, INTO FIESTA, WINS
IF YOU HAVE NO CHOICE
BUT TO KNOCK OFF, A MAN
MAKE SURE YOUR OPPONENT SEES IT FIRST, AND GIVES THE OK
IF YOU MAKE A MISTAKE
YOU MUST GIVE UP YOUR GAME
IF A DISCONNECT HAPPENS
THE RESET WILL BE
THE FIRST PLAYER, WITH ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO KNOCKOUT
SET A LUDO TABLE
YOU PLAY LIKE REGULAR LUDO
EXCEPT THE FIRST PERSON TO
KNOCKOUT (SEND BACK TO HOME)
1, 2, 3 OR 4 OF THEIR OPPONENTS MEN WINS
THE NUMBER OF MEN IS DECIDED BY THE HOST
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO, FIRST MAN ON THE RUNWAY LOSES
SET A LUDO TABLE
THE FIRST PERSON
WHO LANDS ON THE RUNWAY
LOSES
AND MUST HIT THE WHITE FLAG
YOU MAY HAVE ALL MEN OUT
IF A DISCONNECT HAPPENS, YOU CAN RESET
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO, KNOCKOUT PARTNERS
SET A LUDO TABLE
THIS IS PLAYED LIKE REGULAR LUDO PARTNERS
EXCEPT, ITS AN AUTO WIN, IF
THE FIRST TEAM MEMBER THAT KNOCKS AN OPPONENTS
MEN BACK TO HOME, FOR THE NUMBER OF CHOSEN MEN
THE HOST DECIDES WINS
If you are not in the forum, you will get a timer of 3 minutes only
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LUDO REGULAR PARTNERS
SET A LUDO TABLE FOR 4
YOU, AND YOUR PARTNER
TRY TO GET YOUR 4 MEN
INTO FIESTA FIRST
THE FIRST PERSON
ON A TEAM
WHO GETS ALL 4 IN
WINS, FOR THEIR TEAM
ANY RESETS WILL BE
THE FIRST PERSON, TO GET
ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
IF A DISCONNECT HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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LUDO PARTNERS, 2 MEN IN
SET A LUDO TABLE FOR 4
EVERYONE PLAYS REGULAR LUDO
THE FIRST PERSON
ON A TEAM
WHO GETS 2 MEN, INTO FIESTA
WINS, FOR THEIR TEAM
ANY RESETS WILL BE
THE FIRST PERSON, TO GET
ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
IF A DISCONNECT, OR A MISSROLL, OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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LUDO PARTNERS, 2 MEN OUT
SET A LUDO TABLE FOR 4
EVERYONE IS ALLOWED
ONLY 2 MEN OUT, AT A TIME
WHEN ONE OF YOUR MEN, IS IN THE HOME RUNWAY
YOU MAY TAKE ANOTHER MAN OUT
THE FIRST PERSON, ON A TEAM
WHO GETS ALL 4 MEN
INTO FIESTA, WINS FOR THEIR TEAM
ANY RESETS WILL BE
THE FIRST PERSON, TO GET
ONE MAN INTO FIESTA, WINS
If you are not in the forum, you will get a timer of 3 minutes only
IF A DISCONNECT, OR A MISSROLL, OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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TRIPLE 10-10
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
SCORE 10 SPOTS ON THE TOP SECTION
AND SCORE IN 10 SPOTS ON THE BOTTOM SECTION
YOU CAN SCORE ANYWHERE IN EACH SECTION
AS LONG AS IT IS WITHIN THE FORMAT
HIGH SCORE WINS
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TRIPLE 1-2
SET A TRIPLE TABLE
1 ROLL ON TOP UNTIL DONE
2 ROLLS WITH KEEPERS, FILL THE BOTTOM
YOU CAN SCORE ANYWHERE
WITHIN THE SECTION YOU ARE WORKING ON
HIGH SCORE WINS
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TRIPLE 20 ROUNDS
SET A TRIPLE TABLE
YOU GET 3 ROLLS WITH KEEPERS
YOU PLAY UNTIL YOU REACH 20 ROUNDS
SCORE ANYWHERE
HIGH SCORE WINS
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TRIPLE 8 CORNERS
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
SCORE IN 1's, 6's, 1 PAIR AND YATZY
IN THE 1ST AND 3RD COLUMNS ONLY
YOU MAY SCORE ANYWHERE, WITHIN THE FORMAT
HIGH SCORE WINS
SCORING OUT OF FORMAT IS AN AUTO LOSS
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TRIPLE BOTTOMLESS
SET TRIPLE TABLE
3 ROLLS WITH KEEPERS
DO ONLY THE TOP SECTION
SCORE IN ANY ORDER
DO NOT SCORE ON THE BOTTOM SECTION
HIGH SCORE WINS
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TRIPLE 1 ROLL 8 CORNERS
SET A TRIPLE TABLE
ROLL ONLY ONCE
SCORE IN CORNERS ONLY
1's, 6's, 1 Pair, Yatzy
First Column
and Last Column
Same Areas
HIGH SCORE WINS
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TRIPLE CRAPSHOOT
SET A TRIPLE TABLE
3 ROLLS NO KEEPERS
SCORE ANYWHERE, AT ANYTIME
HIGH SCORE WINS
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TRIPLE CRAPs 123
SET A TRIPLE TABLE
3 ROLLS NO KEEPERS
PLAY A FULL CARD GAME, HOWEVER YOU MUST
SCORE BY COLUMNS

SCORE GAME COLUMN 1, FIRST AND COMPLETE
SCORE GAME COLUMN 2, SECOND AND COMPLETE
SCORE GAME COLUMN 3, LAST AND COMPLETE

HIGH SCORE WINS
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TRIPLE FULL CARD
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE, AT ANYTIME
FILL THE ENTIRE CARD
HIGH SCORE WINS
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TRIPLE LOWBALL
SET A TRIPLE TABLE
1 ROLL EACH TURN
ZERO OUT AS MUCH AS POSSIBLE
AND SCORING THE LOWEST CHANCE
FILL THE ENTIRE CARD
LOWEST SCORE WINS
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TRIPLE LAST CHANCE
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
SCORE IN THE LAST, 3RD COLUMN ONLY
TOTAL OF 18 ROUNDS
HIGH SCORE WINS
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TRIPS TO 1000 EXACT
SET A TRIPLE TABLE
3 ROLL WITH KEEPERS
1st ONE TO SCORE 1000 EXACTLY, WINS
IF YOU GO OVER 1000, ITS AN AUTO LOSS
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TRIPS TO 1000 OR MORE
SET A TRIPLE TABLE
3 ROLLS WITH KEEPRS
1st ONE TO SCORE 1000 OR MORE, WINS
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TRIPLE 1 ROLL BOTTOMLESS
SET A TRIPLE TABLE
1 ROLL ONLY
SCORE ONLY IN THE TOP SECTION OF THE CARD
HIGH SCORE WINS
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TRIPLE 1 ROLL TOPLESS
SET A TRIPLE TABLE
1 ROLL ONLY
SCORE ONLY IN THE BOTTOM SECTION OF THE CARD
HIGH SCORE WINS
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TRIPS TO 1200 OR MORE
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
1st ONE TO SCORE 1200 OR MORE, WINS
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TRIPS TO 550
SET A TRIPLE TABLE
3 ROLLS WITH NO KEEPERS
1st ONE TO SCORE 550 OR MORE, WINS
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TRIPS TO 750 ON THE NOSE
SET A TRIPLE TABLE
3 ROLLS WITH NO KEEPERS
1st ONE TO SCORE 750 EXACTLY, WINS
IF YOU GO OVER, IT'S AN AUTO LOSS
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TRIPLE TOPLESS
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
DO THE BOTTOM SECTION ONLY
DO NOT DO THE TOP SECTION
HIGH SCORE WINS
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TRIPLE WITH STINGER(S)
SET A TRIPLE TABLE
YOU GET 3 ROLLS WITH KEEPERS
IF 1 STINGER, IT WILL BE CALLED
AT THE BEGINNING OF EACH ROUND
IF 2 STINGERS, THEY WILL BE ANNOUNCED, BEFORE THE FIRST ROUND, AND USED FOR THE ENTIRE GAME
YOU MUST BE ABLE TO SCORE THE STINGER(S)
IN THEIR CORRECT SPOT, AND SECTION, TO GET THE AUTO WIN
OTHERWISE, HIGH SCORE WINS
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DICE DERBY
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
START WITH COLUMN 1, AND WORK DOWN IN ORDER, TO THE YATZY
AND STARTING WITH COLUMN 2, START AT YATZY, AND WORK UP IN ORDER TO THE 1s
THEN IN COLUMN 3, START AT THE 1s AND WORK DOWN TO THE YATZY, IN ORDER
HIGH SCORE WINS
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PAINTED PARTNERS 2-2
SET A PAINTED TABLE FOR 4
IN THE GAME ONE PARTNER DOES REGULAR PAINTED
(3 ROLLS WITH KEEPERS) AND ONE PARTNER DOES PAINTED CRAPSHOOT
(UP TO 3 ROLLS NO KEEPERS) IT MUST BE ANNOUNCED IN THE LOBBY/GAME
WHICH PARTNER IS PLAYING WHICH FORMAT
SCORE ANYWHERE
COMBINED HIGHEST SCORE WINS
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CHASIN RAINBOWS PARTNERS
SET A PAINTED TABLE FOR 4
EVERYONE STARTS THE GAME WITH, 3 ROLLS NO KEEPERS
UNTIL YOU SCORE YOUR RAINBOW
ONCE YOUR RAINBOW IS SCORED
YOU GET 3 ROLLS WITH KEEPERS
HIGHEST COMBINED TEAM'S SCORE, WINS
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CLUE PARTNERS
SET A PAINTED TABLE FOR 4
3 ROLLS WITH KEEPERS

TOP SECTION = WEAPONS
1 = KNIFE
2 = ROPE
3 = REVOLVER
4 = CANDLE STICK
5 = LEAD PIPE
6 = WRENCH

MIDDLE (COLORS) SECTION = SUSPECTS
BLUE = MRS. PEACOCK
RED = MISS SCARLET
PURPLE= PROFESSOR PLUM
GREEN = MR. GREEN
YELLOW = COLONEL MUSTARD

BOTTOM SECTION = ROOMS
4 OF A KIND = THE LOUNGE
4 OF A COLOR = THE DINING ROOM
FULL HOUSE = THE KITCHEN
PAINTED HOUSE = THE BALLROOM
STRAIGHT = THE CONSERVATORY
RAINBOW = THE BILLIARD ROOM
FLUSH = THE LIBRARY
YAHTZEE = THE STUDY
PALETTE = THE HALL

HOW TO PLAY:

BEFORE EACH ROUND, THE TD WILL ANNOUNCE AN ACCUSATION
FOR EXAMPLE: MISS SCARLETT, DID IT, WITH THE KNIFE, IN THE LOUNGE
THE MATCHING SPACES WOULD BE, MIDDLE SECTION REDS, TOP SECTION 1's,
AND, BOTTOM SECTION 4 OF A KIND
SO WRITE DOWN THE EXACT SCORES FROM THOSE 3 SPACES
AS SOON AS YOU GET THEM
AND, ADD THEM, AS A BONUS, TO YOUR TOTAL SCORE
TO GET YOUR FINAL SCORE

Example: SO LETS SAY, YOU SCORE A
3 IN ONES, 16 IN REDS, AND A 24 IN THE, 4 OF A KIND
THEN THE TOTAL FROM THOSE SPACES WOULD BE 43
SO YOU WOULD ADD 43, TO YOUR FINAL SCORE
THE HIGHEST COMBINED TEAM/PARTNERS, SCORE WINS
HAVE FUN, AND GOOD LUCK!!!
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PAINTED CRAPSHOOT (CRAPS) PARTNERS
SET A PAINTED TABLE FOR 4
EVERYONE PLAYS 3 ROLLS NO KEEPERS
SCORE ANYWHERE, AND AT ANYTIME
HIGHEST COMBINED TEAM/PARTNERS, SCORE WINS
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DOUBLE FUN PARTNERS
SET A PAINTED TABLE FOR 4
ONE PARTNER PLAYS: CHASING RAINBOWS
AND THE OTHER PARTNER PLAYS: STRAIGHT EXTREME
IT MUST BE ANNOUNCED IN THE LOBBY/GAME CHAT
WHICH PARTNER IS PLAYING, WHICH FORMAT
SCORE ANYWHERE
HIGHEST COMBINED TEAM/PARTNERS, SCORE WINS
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FANDANGO PARTNERS
SET PAINTED TABLE FOR 4
3 ROLLS WITH KEEPERS
ALL COMPLETE MIDDLE SECTION FIRST
THEN COMPLETE 4 PLACES ON THE TOP SECTION, AND 4 PLACES IN THE BOTTOM SECTION (ANY ORDER)
HIGH SCORE WINS
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FIRE N ICE PARTNERS
SET A PAINTED TABLE FOR 4

IN EACH TEAM OF PARTNERS
ONE PARTNER WILL PLAY FIRE:
THE OTHER PARTNER WILL PLAY ICE:

AT THE BEGINNING OF THE GAME, STATE IN CHAT, WHICH PARTNER IS FIRE OR ICE

3 ROLLS NO KEEPERS:
EXCEPTION IS:
FIRE: MAY ONLY HOLD RED DICE
ICE: MAY ONLY KEEP BLUE DICE

SCORE ANYWHERE AT ANY TIME BUT..
IF ONE PARTNER SCORES A BLUE AND THE OTHER PARTNER SCORES A RED FLUSH
IN THEIR CORRECT COLOR, (AND BOTH FLUSHES, NEED TO BE SCORED, AND SCORED, IN THEIR FLUSH AREAS, FOR THE AUTO WIN)
THEN IT IS AN AUTO WIN
OTHERWISE HIGHEST COMBINED TEAMS/PARTNERS, SCORE WINS
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MISSION IMPOSSIBLE
SET A PAINTED TABLE FOR 4
YOUR MISSION, IF YOU CHOOSE TO ACCEPT IT:
WILL BE TO SCORE THE MISSION'S ANNOUNCED BY THE HOST
AND, ADD THEM AS A BONUS OF *200* POINTS TO YOUR FINAL COMBINED TEAMS/PARTNERS SCORE

(EXAMPLE)
HOST ANNOUNCES MISSIONS:
SCORE A RAINBOW, STRAIGHT, AND YATZY
ONCE YOU, AND YOUR PARTNER ACCOMPLISH ALL 3 MISSIONS
YOU AND YOUR PARTNER RECIEVE *200* BONUS POINTS
TO BE ADDED TO YOUR FINAL, COMBINED SCORES

IF YOU AND YOUR PARTNER DO NOT SCORE ALL 3
YOU BOTH HAVE FAILED YOUR MISSION
AND IT HAS BECOMES "MISSION IMPOSSIBLE"
YOU DO NOT RECIEVE ANY BONUS POINTS
HIGHEST COMBINED SCORE OF THE PARTNERS WINS
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PAINTED DELITE PARTNERS
SET A PAINTED TABLE FOR 4
FOR ROUNDS 1-10: EVERYONE ROLLS CRAPS (3 ROLLS NO KEEPERS)
FOR ROUNDS 11-20: EVERYONE PLAYS REGULAR PAINTED (3 ROLLS WITH KEEPERS)
HIGHEST COMBINED TEAMS/PARTNERS, SCORE WINS
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RACE TO THE STARS PARTNERS
SET A PAINTED TABLE FOR 4
EVERYONE STARTS BY PLAYING 3 ROLLS NO KEEPERS
THE FIRST PARTNER TO SCORE THEIR STRAIGHT
PLAYS 3 ROLLS WITH KEEPERS
THE OTHER PARTNER CONTINUES TO ROLL
3 ROLLS WITH NO KEEPERS
REGARDLESS, OF GETTING A STRAIGHT AND SCORING IT
HIGHEST COMBINED TEAMS/PARTNERS SCORE WINS
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REG PAINTED PARTNERS
SET TABLES PAINTED, FOR 4
3 ROLLS WITH KEEPERS
SCORE ANYWHERE, AT ANYTIME
HIGHEST COMBINED TEAMS/PARTNERS, SCORE WINS
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STRAIGHT EXTREME PARTNERS
SET A PAINTED TABLE FOR 4
EVERYONE STARTS THE GAME WITH 3 ROLLS NO KEEPERS
UNTIL YOU SCORE YOUR STRAIGHT
ONCE YOUR STRAIGHT IS SCORED
YOU GET 3 ROLLS WITH KEEPERS
THE HIGHEST COMBINED TEAMS/PARTNERS, SCORE WINS
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TEXAS HOLD'EM PARTNERS
SET A PAINTED TABLE FOR 4
BEFORE EACH GAME, THE HOST WILL ANNOUNCE A TEXAS HOLD ' EM CARD HAND
THAT WILL BE A BONUS FOR THE GAME

**EXAMPLE: 6'S, FULL HOUSE, FOUR OF A KIND.**
WRITE DOWN THE EXACT SCORES FROM THOSE 3 SPACES
AT THE END OF THE GAME, ADD THEM AS A BONUS
TO YOUR FINAL SCORE, OF THE REGULAR PAINTED GAME

EXAMPLE :6'S= 24, FULL HOUSE =25, 4 OF A KIND =18 THE COMBINED BONUS SCORE WOULD BE, 67 FOR THAT PLAYER

THE TEAM WITH THE HIGHEST COMBINED SCORE WINS
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TRIPLE TOP OR BOTTOM PARTNERS
SET A TRIPLE TABLE FOR 4
3 ROLLS WITH KEEPERS
ONE PARTNER CHOOSES THE TOP SECTION
THE OTHER PARTNER CHOOSES THE BOTTOM SECTION
ALL/BOTH COMPLETE THE WHOLE CHANCES SECTION

ANNOUNCE IN CHAT WHICH SECTION YOU ARE COMPLETING

THE HIGHEST TEAMS/PARTNERS COMBINED SCORE WINS

**IF YOU HAVE THE TOP SECTION THE ONLY PLACES
ON THE BOTTOM SECTION YOU MAY SCORE IN, ARE ALL 3 CHANCES
*IF YOU HAVE THE BOTTOM SECTION
YOU MAY NOT SCORE IN THE TOP SECTION, AT ALL
AND YOU ONLY SCORE IN 18 SECTIONS/PLACES IN THE BOTTOM SECTION
AND ALL 3 CHANCES ROLLING OUT OF FORMAT IS AN AUTO LOSS
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2 WAY CONSECUTIVE PARTNERS
SET A TABLE FOR 4
THIS FORMAT CAN BE PLAYED IN ANY FORMAT---CLASSIC, PAINTED OR TRIPLE
ONE PARTNER PLAYS FROM THE 1s TO THE BOTTOM, GOING IN ORDER, ALL THE WAY DOWN TO (YATZY OR FLUSH)
THE OTHER PARTNER PLAYS IN ORDER, GOING UP FROM THE (YATZY OR FLUSH), ALL THE WAY UP TO THE 1s
THE HIGHEST COMBINED TEAMS/PARTNERS SCORE WINS
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EASY AS 123
SET A PAINTED TABLE
PLAYERS WILL PLAY EVERY ROUND, IN A 3 ROUND TRUE SWISS TOURNAMENT
AT THE BEGINING OF EACH ROUND, THE HOST WILL ANNOUNCE FORMATS
PLEASE ASK THE HOST, IF YOU DO NOT UNDERSTAND FORMATS, BEFORE THE START, OF EACH ROUND
~EXAMPLE OF A 3 ROUND SWISS~
ROUND 1: 1 ROLL PAINTED
ROUND 2: PAINTED 2-2-2
AND, ROUND 3: PAINTED 3-3-3
*IN A TRUE SWISS FORMAT, THERE MAY BE MORE THAN 1 WINNER
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MOVIE TRIVIA
THE HOST WILL PICK A SHORT FORMAT
IN BETWEEN ROUNDS OF YATZY
THE HOST WILL ASK TRIVIA QUESTIONS
USUALLY 4, FOR THE FEATURED MOVIE OF THE TOURNEY (A NEW MOVIE EACH TIME)
THE HOST WILL GIVE 50 BUX FOR EACH CORRECT ANSWER
ONLY 1 CORRECT ANSWER IS ALLOWED, PER PERSON, PER ROUND
TO GIVE EVERYONE THE CHANCE TO ANSWER
( The Exception For This )
WOULD BE IF THERE WERE 4 PEOPLE IN THE TOURNEY
THEN ALL COULD ANSWER CORRECTLY IN A SINGLE ROUND
THIS IS SWISS, SO YOU PLAY ALL ROUNDS
THE NUMBER OF PEOPLE WHO ENTER THE TOURNEY
IS THE DETERMINED AMOUNT OF ROUNDS
THERE IS ONE WINNER
AND EVERYONE GETS BUX
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DICE DERBY PARTNERS
SET A TRIPLE TABLE FOR 4
3 ROLLS WITH KEEPERS
START WITH COLUMN 1 AND WORK DOWN FROM THE 1s, IN ORDER TO THE YATZY
AND STARTING WITH COLUMN 2 START AT YATZY AND WORK UP IN ORDER TO THE 1s
THEN IN COLUMN 3 START AT THE 1s AND WORK DOWN TO THE YATZY IN ORDER
THE HIGHEST COMBINED TEAM SCORE WINS
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TRIPLES with EMMA