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We Play At Online Bandit, Please Click To Download it, And when The Option Comes Up, Choose Run or Open
I have put in a Online Bandit Tutorial, to help you get around Online Bandit. I hope it is helpful
Sometimes The Tournament Hosts Will Host A Partners Tournament, and The Format Will Not Be Listed Under The Partners Formats, Just look for the Regular Format Below, And Play As Partners. If you have any problems Please Ask your Host
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!!
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
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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)
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 CENTER>
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
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
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
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.
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 CENTER>
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 CENTER>
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
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*
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
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
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
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
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
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
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
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
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**
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 CENTER>
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
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)
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
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
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
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)
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
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
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
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
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
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
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
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
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**
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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**
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!!!
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
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
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
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
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
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
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
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
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
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
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
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
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
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