WELCOME TO FRIENDLY-R-WE FORMATS PAGE

IF YOU HAVE ANY FORMAT IDEAS OR QUESTIONS,
PLEASE CONTACT ADMINS OR ASK YOUR TOURNAMENT HOST

IF YOU ARE ANOTHER LEAGUE AND
WOULD LIKE TO USE A FORMAT OR FORMATS
PLEASE ASK FOR PERMISSION

IT IS AN AUTOMATIC LOSS, IF YOU ROLL OUT OF FORMAT,
AFTER THE THIRD ROUND



WE PLAY AT ONLINE BANDIT(OB),
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'S HELPFUL

SOMETIMES THE TOURNAMENT HOSTS WILL
HOST A PARTNERS TOURNAMENT,
AND THE FORMAT WILL NOT BE LISTED
UNDER THE PARTNERS FORMATS,
SO JUST LOOK UNDER THE REGULAR FORMATS BELOW
AND PLAY AS PARTNERS
IF YOU HAVE ANY PROBLEMS PLEASE ASK YOU HOST






TOURNEY STYLES

SWISS ELIMINATION

DOUBLE ELIMINATION

SWISS



CLASSIC FORMATS

1-2

1 ROLL CLASSIC

1 ROLL CLASSIC WITH STINGER

1 ROLL 4 CORNERS

1 ROLL LEAPFROG

21

2-1

3 STRIKES

4 CORNERS

CALL YOUR SHOT

CLASSIC WITH STINGER

CONSECUTIVE

CRAPSHOOT

DOUBLE STRAIGHT EXTREME

LEAPFROG

LOWBALL

OBSESSIVE YATZY

OLD SCHOOL LEAPFROG

PLAYER'S CHOICE

REGULAR CLASSIC

REVERSE CONSECUTIVE

TBA

TBA

TBA

TBA



PAINTED FORMATS

1 ROLL FANDANGO

1 ROLL LEAPFROG

1 ROLL PAINTED WITH STINGER

1 ROLL PAINTED

1-2-3

14 ROUNDS

2-2-2

3 STRIKES

3-2-1

3-3-3

4-4-4

5-5-5

7-11

7TH INNING STRETCH

BABY BUGGY

BAKERS DOZEN

BASEBALL

BEGIN WITH COLORS

BLACK JACK

BONUS BOW

BONUS FLUSH

BOTTOMLESS

BOTTOMS UP

BOX CARS

BUTTERFLY

CALL YOUR SHOT

CHASING RAINBOWS

COLORFUL CRAPS

COLORFUL STRAIGHT

COLORLESS YATZY

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 8'S

CRAPSHOOT WITH A CATCH

CRAPSHOOT(CRAPS) WITH A STINGER

CRAZY 8'S

CRAZY 8's WITH A TWIST

CRISS CROSS Ptd DELIGHT

DIZZY DICE

DOUBLE YOUR TROUBLE

ELEVENTH HOUR

END WITH COLORS

FANDANGO

FANDANGO CRAPSHOOT

FIRE N ICE

FLIPPED OUT

FOLLOW ME

FRIENDLYRWE

FULLY LOADED

FLUSH RULES

GO FISH

GOBLINS REVENGE

GREEN SHAMROCK

HALF-DOZEN

HIJACK

HI/LOW

HOUSES WILD

JUMPING CRAPSHOOT

LEAPFROG

LEMONADE

LUCKY 13

LUCKY CHARMS

MIXIN PAINT

NEVER FORGOTTEN 9-11

NIFTY 50

NO COPYCAT

NO KEEP QUADS

ODDBALL

OLD SCHOOL LEAPFROG

ONCE IN A BLUE MOON

OreOs

PAINT BY NUMBERS

PAINT NO TOUCH

PAINT THE MIDDLE

PAINTED 250

PAINTED DELIGHT

PAINTED HUGGIES

PAINTED LOWBALL

PAINTED MIDNIGHT

PAINTED PERFECTION

PLAYERS CHOICE

POOH'S LEAP N CRAP

PSYCHO 10'S

PURPLE PASSION

PTD OUT OF LUCK

RACE TO THE STARS

RAINBOW DELIGHT

RAINBOW COLORS

RED DEVIL

REG PAINTED

REG PAINTED WITH A STINGER

REVERSE CONSECUTIVE

REVERSE COUNTING COLORS

REVERSE FANDANGO

REVERSE PAINTED DELIGHT

ROYAL FLUSH

ROYAL HOUSES

SCARLET FEVER

SCREW YOUR HOST

SEESAW

SIZZLIN 7'S

SNAKE EYES

STOPLIGHT

STRAIGHT AS A BOARD

STRAIGHT BOW-DELIGHT

STRAIGHT EXTREME

STRAIGHT FLUSH

STRAIGHT FUN

TANGO

THE ULTIMATE BLINDFOLD

TIME 4 CRAPS

TIME WELL SPENT

TOPLESS

TOUR OF COLORS

TRIPLE COLORS

TWICE AS NICE

UNLUCKY 13

USA PRIDE

XANADU

YELLOW FEVER

ZIPCODE

ZIPCODE CRAPSHOOT

ZODIAC

TBA



SEASONAL/HOLIDAY FORMATS

12 DAYS OF CHRISTMAS

JINGLE BELL RUN

GREEN SHAMROCK

SPOOKTACULAR

TBA



TRIPLE FORMATS

1-2

10-10

1 ROLL 8 CORNERS

1 ROLL TRIPLE

1 ROLL TRIPLE BOTTOMLESS

1 ROLL TRIPLE TOPLESS

20 ROUNDS

8 CORNERS

BOTTOMLESS

CRAPSHOOT

DICE DERBY

FULLCARD TRIPLE

LAST CHANCE TRIPLE

LOWBALL

TOPLESS

TRIPLE CRAPS 123

TRIPLE WITH STINGER(s)

TRIPLE 1&3

TRIPS TO 1000 EXACT

TRIPS TO 1000 OR MORE

TRIPS TO 1200 OR MORE

TRIPS TO 550

TRIPS TO 750 ON THE NOSE

TBA

TBA



MINI FORMATS

CLASSIC MINI'S

PAINTED MINI'S

TRIPLE MINI'S

1 ROLL CLASSIC

1 ROLL FANDANGO

1 ROLL 8 CORNERS

1 ROLL CLASSIC WITH STINGER

1 ROLL PAINTED WITH STINGER

1 ROLL TRIPLE BOTTOMLESS

1 ROLL 4 CORNERS

1 ROLL PTD LEAPFROG

1 ROLL TRIPLE TOPLESS

1 ROLL CLASSIC LEAPFROG

1 ROLL PAINTED

8 CORNERS

4 CORNERS

2-2-2

3-3-3

7TH INNING STRETCH

BABY BUGGY

BOTTOMLESS

COLORLESS YATZY

GO FISH

GREEN SHAMROCK

HALF-DOZEN

NO KEEP QUADS

OreOs

PAINT THE MIDDLE

ROYAL HOUSES

TANGO



LUDO FORMATS
To Read How To Play Ludo:
When you first come into Online Bandit
click on the Start Game Gun, and go down until you see the Question Mark
That says help, and click on 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!!

1 MAN IN

1 MAN ON HOME RUNWAY LOSES

1 MAN OUT

2 MEN IN

2 MEN OUT

2 MEN IN AND OUT

3 MEN IN

NO KNOCK

LUDO GLOBES

LUDO KNOCKOUT

REGULAR LUDO

STAR LUDO



LUDO PARNTERS FORMATS (PLUDO)

1 MAN IN

1 MAN OUT

2 MEN IN

2 MEN OUT

2 MEN IN AND OUT

3 MEN IN

LUDO KNOCKOUT

REGULAR LUDO

STAR LUDO

THRICE THE FUN

TWICE THE FUN

TBA



PARTNERS FORMATS
(TRIPLE PARTNER FORMATS CAN NOT BE PLAYED IN ONLINE BANDIT)

2-2

2 WAY CONSECUTIVE PARTNERS

BOW-FLUSH PARTNERS

BOW-STRAIGHT PARTNERS

CHASIN RAINBOWS

CLUE

CRAPSHOOT(CRAPS)

CRAZY HOUSES

DOUBLE PAINTED DELIGHT

DOUBLE FUN

FANDANGO

FROG LEGS

FIRE N ICE

MISSION IMPOSSIBLE

PAINTED DELIGHT

RACE TO THE STARS

REG PAINTED

REG PAINTED WITH A TWIST

STRAIGHT EXTREME

TEXAS HOLDEM





SWISS FORMATS

EASY AS 123

MOVIE TRIVIA



TIEBREAKER
THIS IS JUST SOME TIEBREAKER FORMATS.
THE HOST CAN CHOOSE SOMETHING ELSE
TO BE PLAYED AS A TIEBREAKER.

CLASSIC:3 ROLLS LOWEST CHANCE

PAINTED:
1-1-1

TRIPLE:3 ROLLS HIGHEST CHANCE











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





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





1 ROLL CLASSIC WITH STINGER
SET CLASSIC TABLE
ROLL ONLY ONE 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





1 ROLL CLASSIC 4 CORNERS
SET CLASSIC TABLE
ROLL ONLY ONE TIME
SCORE IN CORNERS ONLY
1'S, 6'S, 1 PAIR, YATZY
HIGH SCORE WINS
BACK TO TOP





1 ROLL CLASSIC LEAPFROG
SET CLASSIC TABLE
ROLL ONLY ONE TIME
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 2-1
SET CLASSIC TABLE
2 ROLLS WITH KEEPERS
AND FILL THE TOP
AND COMPLETE IN ANY ORDER
THEN ROLL ONCE
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 ITS AN BUST(AUTO LOSS)
IF NO ONE SCORE 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





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





CLASSIC CALL YOUR SHOT
SET A 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 WHAT YOU WERE GOING FOR
THEN YOU MUST ZERO IT OUT
HIGH SCORE WINS
BACK TO TOP





CLASSIC WITH A STINGER
SET A 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 THE RESPECTABLE SPOT
TO COUNT AS THE AUTO WIN
IF NO ONE SCORES THE STINGER THEN
HIGH SCORE WINS
BACK TO TOP





CLASSIC CONSECUTIVE
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
IT MUST BE SCORED IN ORDER
START AT 1'S AND SCORE
THEN 2'S, AND SCORE
3'S THEN 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 DOUBLE STRAIGHT EXTREME
SET CLASSIC TABLE
3 ROLLS NO KEEPERS
UNTIL YOU SCORE BOTH YOUR SMALL AND FULL STRAIGHTS
ONCE YOU SCORE BOTH STRAIGHTS
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
BACK TO TOP





CLASSIC LEAPFROG
SET 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 ON EVERY ROLL
WHATEVER YOU GET ON YOUR 3RD ROLL
YOU CAN SCORE,UNLESS YOU GET YATZY,
WHICH CAN BE SCORED AT ANY TIME
YATZY MUST BE THE LAST THING YOU ZERO OUT
REMEMBER YOU ARE GOING FOR NOTHING BUT YATZY
GOAL IS TO SCORE AS MANY YATZY AS YOU CAN GET

*REPORT IN GAME CHAT HOW MANY YATZY'S YOU HAVE SCORED

IF YOU CANT SCORE SOMEWHERE WHEN YOU GET AN YATZY
THEN YOU MUST ZERO SOMETHING OUT
THE MOST YATZY'S WIN
IF NEITHER GETS AN YATZY
THEN HIGH SCORE WINS
BACK TO TOP





OLD SCHOOL CLASSIC LEAPFROG
SET CLASSIC TABLE
3 ROLLS WITH KEEPERS
START AT 1'S AND SKIP EVER OTHER ONE DOWN SO
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 PLAYERS 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





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





REVERSE CLASSIC CONSECUTIVE
SET A CLASSIC TABLE
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER
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
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





1 ROLL PAINTED LEAPFROG
SET A PAINTED TABLE
ONLY 1 ROLL EACH TURN
SCORE IN THIS ORDER
1's, 3's, 5's, BLUE, PURPLE/PINK, YELLOW,
4 OF COLOR, PAINTED HOUSE,RAINBOW, YATZY.
THEN HOP BACK UP FROM YATZY
FLUSH, CHANCE,STRAIGHT, FULL HOUSE,
4 OF KIND, GREEN, RED, 6's, 4's, 2's
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 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 WIN.
(ANNOUNCE IN 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, 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 2 ONLY PLACES ON THE TOP,
SCORE TWO 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 TOP SECTION
THEN DO MIDDLE/COLOR 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 THE 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 7'S OR 11'S
OR A COMBO OF BOTH
IN THE MIDDLE/COLOR 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 PLACES
SCORE ANYWHERE AT ANYTIME
HIGH SCORE WINS
BACK TO TOP





BABY BUGGY
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE THIS WAY
IN CENTER COLORS SECTION, SCORE IN THE BLUE AND PURPLE/PINK SPOTS, IN THE BOTTOM SCORE IN BLUE AND PURPLE/PINK COLORS ONLY
4 OF A KIND, PAINTED HOUSE, FULL HOUSE, ALSO IN THE BOTTOM SECTION
SCORE ALL PURPLE/PINK OR ALL BLUE IN THE 4 OF COLOR SPOT
AND IN THE FLUSH SPOT
YOU MAY SCORE IN ANY ORDER BUT
IF YOU CAN NOT SCORE IN THOSE AREAS, THEN ZERO OUT ONE OF THOSE AREAS
HIGH SCORE WINS

*FOR THE 4 OF A COLOR. THE 5TH DICE CAN BE ANY COLOR
BACK TO TOP





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





PAINTED BASEBALL
SET A PTD TABLE
3 ROLLS WITH KEEPERS
SCORE IN BOTTOM SECTION ONLY
IF YOU CAN NOT SCORE YOU MUST X SOMETHING IN BOTTOM SECTION OUT
X'S = STRIKES TRY NOT TO GET ANY AS THEY REPRESENT STRIKES
3 STRIKES (X'S) IS AN AUTO LOSS LOSER HITS THE WHITE FLAG

TIE BREAKER RULES
TIE BREAKER
THE FIRST OPPONENT TO GET A STRIKE IS AN AUTO LOSS
BACK TO TOP





BEGIN WITH COLORS
SET PAINTED TABLE
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 PURPLE/PINK
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





BONUS STRAIGHT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
ONCE YOU SCORE A STRAIGHT
EVERY ADDITIONAL STRAIGHT 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 STRAIGHT
**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
FOR THE AUTO WIN
SCORE ALL 6s IN MIDDLE COLOR SECTION
AND SCORE FOUR OF A KIND WITH FOUR 6'S
IF NO AUTO WIN
HIGH SCORE WINS.
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, AND 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 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 NO SCORE OR ZERO OUT THE COLORS
SCORE IN ANY ORDER
HIGH SCORE WINS

***REMEMBER DO NO SCORE OR ZERO OUT COLORS
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PAINTED CONSECUTIVE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
START AT 1's AND WORK DOWN CONSECUTIVELY TO FLUSH
HIGH SCORE WINS
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COP STOPPER
SET PAINTED TABLE
3 ROLL 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.

IE. IF IN ROLL ONE YOU ROLL A RED DICE AND
IN THE SECOND ROLL YOU ROLL A BLUE DICE IT IS NOT A COP STOPPER

IE: IF IN ONE ROLL YOU ROLL 2 REDS AND ONE BLUE IN ONE ROLL
IT IS NOT A COP STOPPER.
HIGH SCORE WINS
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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/PINK,
A 7 IN GREEN
A 6 IN YELLOW,
SCORE IN ANY ORDER
YOU CAN SCORE ON YOU BOTTOM AND TOP
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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COUNTING COLORS
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN
SCORE A:
1 IN BLUE
2 IN RED
3 IN PURPLE/PINK
4 IN GREEN
5 IN YELLOW
SCORE IN ANY ORDER
YOU CAN SCORE IN YOUR TOP AND BOTTOM SECTION
IF YOU CANT GET THEM SCORED NUMBERWISE IN ORDER,
THEN HIGH SCORE WINS
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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 PURPLE/PINK
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 FULLHOUSE
YOU GET 3 ROLLS WITH KEEPERS
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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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
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CRAPPY HOUSES
SET PAINTED TABLE
3 ROLLS NO KEEPERS
UNTIL YOU SCORE BOTH YOUR PAINTED HOUSE AND FULL HOUSE
ONCE YOU SCORE BOTH HOUSES
THEN YOU 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
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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.
(BUT YOU MAY NOT KEEP ANY DICE)
IF YOU LIKE WHAT YOU ROLL, SCORE IT WHERE EVER
. IF NOT, ROLL ALL 5 DICE AGAIN.
YOU MUST SCORE THE 3RD ROLL SOMEWHERE
SO MAKE EM COUNT
YOU CAN SCORE AT ANYTIME AND ANYTHERE
HIGH SCORE WINS
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CRAPSHOOT CRAZY 8'S
SET PAINTED TABLE
3 ROLLS NO KEEPERS
FOR AN AUTO WIN SCORE ALL 8'S IN 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 PURPLE/PINK 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
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 4MAT IS AN AUTO LOSS
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CRAZY 8'S
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN SCORE
SCORE ALL 8'S IN THE MIDDLE (COLORS)SECTION
IF NO ONE SCORES ALL 8?S IN THE MIDDLE SECTION
THEN HIGH SCORE WINS
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CRAZY 8'S WITH A TWIST
SET A PAINTED TABLE
3 ROLLS NO KEEPERS(CRAPS)
FOR AN AUTO WIN,
SCORE ALL 8?S IN THE MIDDLE/COLOR SECTION
THE TWIST IS IF YOU SCORE A RAINBOW,
THEN YOU GET 3 ROLLS WITH KEEPERS
YOU CAN KEEP 8'S THROUGHOUT 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 JOINED THE TABLE) PLAYSREG 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 11'S IN THE MIDDLE SECTION
AND A 11 IN CHANCE
IF NO 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 COLOR SECTION LAST IN ANY ORDER
HIGH SCORE WINS
*DO NOT SCORE OUT OF 4MAT*
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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 TOP AND 4 TURNS ON BOTTOM IN ANY ORDER
HIGH SCORE WINS
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FANDANGO CRAPSHOOT
SET PAINTED TABLE
YOU GET 3 ROLLS NO KEEPERS
FILL IN THE COLOR SECTION FIRST IN ANY ORDER
THEN DO 4 TURNS ON 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:
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/SPOT.
HIGH SCORE WINS.
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FRIENDLYRWE
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
ONLY SCORE IN THE RELATED LETTERS OF FRIENDLYRWE
F=FANTASTIC (4 OF COLOR)
R=READING (RAINBOW)
I=INDIGO (BLUE IN CENTER COLORS)
E=EVERGREENS (GREEN IN CENTER COLORS)
N=NIFTY (YAHTZEE)
D=DUECES (TOP 2S)
L=LAST (CHANCE)
Y=YELLOW FEVER (YELLOW IN CENTER COLORS)
R=ROYAL FLUSH (FLUSH--ANY COLOR)
W=WILD HOUSE (FULL HOUSE)
E=EXTREME STRAIGHT (STRAIGHT)
HIGH SCORE WINS
GOOD LUCK
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FLUSH RULES
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN SCORE TWO FLUSHES
THE 1ST FLUSH HAS TO BE SCORED IN FLUSH AND
THE SECOND FLUSH JUST HAS TO BE ROLLED
MAKE SURE THE SECOND ONE IS VERIFIED BY OPPT
IF NO ONE GETS THE AUTO WIN
THEN 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, 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 AND
ONLY GREEN AND/OR GOLD(YELLOW) DICE MAYBE HELD OR SCORED
ALL OTHER COLORS ARE FORBIDDEN

SCORE WITH GREEN AND/OR GOLD(YELLOW) DICE ONLY IN FOLLOWING SECTIONS:

GREEN AND GOLD(YELLOW) ONLY IN MIDDLE COLOR SECTION
GREEN OR GOLD(YELLOW) ONLY IN 4 OF COLOR
GREEN AND GOLD PH
17 IN CHANCE
GREEN OR GOLD(YELLOW) ONLY IN FLUSH.
GREEN AND/OR GOLD(YELLOW)STRAIGHT
YOU MAY SCORE IN ANY ORDER
HIGH SCORE WINS.

**REMEMBER ONLY GREEN AND/OR GOLD(YELLOW) DICE MAYBE HELD OR SCORED.
**IF YOU GET A COLOR THAT IS ILLEGAL IN THIS FORMAT,
YOU MUST MARK A ZERO IN ONE OF THE PLACES LISTED ON THE 4MAT
**FOR THE 4OC THE 5TH DICE CAN BE ANY COLOR.
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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 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 DURRING YOUR OWN ROLL BEFORE YOU SCORE.
(TO ENSURE OPPONENT HAS SEEN THE HIJACK.)
ONCE YOU HAVE ANNOUNCED 'HIJACK' THE OPPONENT MUST ONLY ROLL ONE TIME
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 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
LOW SCORE WINS
**ANNOUNCE IN GAME CHAT THE MISTAKE IN SCORING
*IF THERE IS A DISPUTE PLEASE TAKE A SCREENSHOT 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 FULL HOUSE
ONCE YOU SCORE BOTH HOUSES
YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
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JINGLE BELL RUN
SET PAINTED TABLE
3 ROLLS
BUT MAY ONLY HOLD RED AND GREEN DICE


THE EXCEPTION FOR THIS IS IN THE TOP SECTION
WHERE YOU ONLY GET 3 ROLLS WITH KEEPERS.

SCORE IN ORDER AS LISTED:
1s, 2s, 3,s 4s,5s, 6s, REDS,
GREENS, RED/GREEN 4 OF COLOR, PAINTED HOUSE, FLUSH, CHANCE

BUT YOU MAY ONLY HOLD RED AND GREEN DICE.

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 AT THE TIME
DO TOP SECTION FIRST(CRAPSHOOT) UNTIL COMPLETED
THEN MOVE TO BOTTOM SECTION(CRAPSHOOT) AND COMPLETE
THEN MOVE TO MIDDLE SECTION AND COMPLETE
HIGH SCORE WINS
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LUCKY 13'S
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
YOU DO 4 TURNS IN EACH SECTION
AND THEN 1 EXTRA TURN IN ONE SECTION OF YOUR CHOICE
SCORE IN ANY ORDER
AND WHEN DOING THE EXTRA TURN
LET THE OTHER PLAYER KNOW (I'VE TAKEN MY EXTRA TURN)
HIGH SCORE WINS
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PAINTED LEAPFROG
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER:
1's, 3's, 5's, BLUE, PURPLE/PINK, YELLOW, 4 OF COLOR,
PAINTED HOUSE, RAINBOW, YATZY, FLUSH
THEN HOP BACK UP FROM FLUSH
TO CHANCE, STRAIGHT, FULL HOUSE,4 OF KIND,
GREEN, RED, 6's, 4's, 2's
HIGH SCORE WINS
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LEMONADE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE A PURPLE/PINK AND YELLOW PAINTED HOUSE .
AND A PURPLE/PINK OR YELLOW 4 OF A COLOR
ALONG WITH SCORING A YELLOW OR PURPLE/PINK FLUSH
AND A PINK/PURPLE OR YELLOW STRAIGHT FLUSH SCORED IN STRAIGHT
IF NO AUTO WIN THEN HIGH SCORE WINS.

* FOR THE FOUR OF A COLOR. THE 5TH COLOR DICE DOESNT MATTER
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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
LOW SCORE WINS
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LUCKY CHARMS
SET PAINTED TABLE
THE LUCKY CHARMS DICE ARE RED SIX AND/OR A GREEN SIX
IF YOU ROLL ANY OF THE LUCKY CHARMS DICE
ON 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(TURN)
STOP AND SCORE AT ANYTIME
SCORE IN ANY ORDER
HIGH SCORE WINS
***(YOU DONT HAVE TO KEEP THE LUCKY CHARM DICE
***LUCKY CHARM DICE CAN BE CHANGED BY THE HOSTING TD)
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NEVER FORGETTEN 9-11
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN SCORE A
9 IN BLUES
11 IN RED
9 IN PURPLE/PINK
11 IN GREEN
9 IN YELLOW
CAN SCORE AT ANYTIME/ANYWHERE AND DO IN ANY ORDER
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WIN
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NIFTY 50'S
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FIRST PLAYER TO SCORE BOTH A YATZY AND FLUSH
GETS THE AUTO WIN
IF NO ONE GETS BOTH
THEN HIGH SCORE WINS
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NO COPYCAT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SET A PAINTED TABLE
IF YOUR OPPONENT SCORES SOMETHING
AND YOU SCORE THE SAME THING,RIGHT AFTER THEM
LIKE AS IN TOP NUMBERS, OR CENTER COLORS,
OR SOMETHING ON THE BOTTOM SECTION THINGS,
LIKE A RAINBOW OR A PAINTED HOUSE ECT
AS IN COPYING THEIR SPACE THEY MARKED
THEN ITS AN AUTO LOSS
SO SCORE IN ANOTHER SPOT
PLEASE ANNOUNCE IN THE GAME CHAT
WHERE YOU ARE SCORING
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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PAINTED ODDBALL
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
YOU MAY ONLY SCORE ON ODD ROUNDS.
EVEN ROUNDS, YOU MUST ZERO SOMETHING OUT.
IF YOU HAVE A ROLL ON AN EVEN ROUND
AND CANNOT SCORE A ZERO THEN
YOU HAVE TO TAKE THE LOWEST SCORE ON THE CARD
YOU MAY SCORE ANYWHERE AT ANYTIME
HIGH SCORE WINS
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OLD SCHOOL PAINTED LEAPFROG
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, REDS, GREENS 4 OF A KIND,
FULL HOUSE, STRAIGHT CHANCE, FLUSH
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, FULL HOUSE, 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
PLEASE STATE YOUR NUMBER IN 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
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MIXIN PAINT(PAINT MIXER)
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
DO THE MIDDLE SECTION 1ST AND COMPLETE
THEN DO BOTTOM SECTION AND COMPLETE
THEN DO 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 DOESNT COUNT)

*IN THE EVENT OF A TIE
3 ROLLS NO KEEPERS
THE PERSON CLOSEST TO 25 IN CHANCE WINS.

IF YOU TIE ALSO LET THE HOSTING TD KNOW

**CAN BE PLAYED ON A TRIPLE TABLE AS WELL.
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PAINTED DELIGHT
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 EACH TURN.
YOU ARE TO SCORE AS MANY ZEROS (HUGGIES) AS POSSIBLE
YOU MUST START FROM THE TOP SECTION FOR YOUR FIRST TURN
THEN NEXT TURN MIDDLE
AND THEN BOTTOM AND BACK TO TOP AGAIN
REPEAT THE PATTERN OF SCORING
SCORE ANYWHERE (EXCEPT PALETTE IN THE BOTTOM) IN THAT SECTION.
COUNT UP YOUR ZEROS (HUGGIES) BEFORE YOUR LAST ROUND (ROUND 19)
THE MOST HUGGIES WINS!!!

IF THE GAME IS TIED WITH EQUAL NUMBER OF HUGGIES,
ROLL ONCE AND SCORE IN THE PALLETE
ONLY IN THE EVENT OF A TIED GAME
THE PERSON WITH THE HIGHEST SCORE IN CHANCE WINS
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PAINTED MIDNIGHT
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN,
SCORE ALL 12?S IN THE MIDDLE(COLOR) 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
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
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PAINTED(PTD) OUT OF LUCK
SET PAINTED TABLE

FIRST ROLL OF EACH ROUND YOU MAY NOT KEEP DICE (CRAPS)
AND YOU MAY NOT SCORE YOUR FIRST ROLL,

ON THE SECOND ROLL OF EACH ROUND YOU MAY HAVE KEEPERS
AND YOU CAN ONLY SCORE AFTER THE 2ND OR 3RD ROLL. (KEEPERS ROLL)

YOU PLAY EACH ROUND THE SAME WAY

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
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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
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PSYCHO 10'S
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN,
SCORE ALL 10'S IN THE MIDDLE/COLOR SECTION
IF NO 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 REMEMEBER YOU CAN ONLY KEEP PURPLE/PINK DICE
HIGH SCORE WINS
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RACE TO THE STARS
SETA 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
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RAINBOW DELIGHT
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
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RAINBOW COLORS
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN ANY ORDER
DO ALL THE MIDDLE SECTION COLORS
PAINTED HOUSE, 4 OF COLOR, FLUSH
A STRAIGHT MADE OF RAINBOW COLORS ONLY, AND A RAINBOW
IF YOU CAN NOT SCORE IN THESE SPOTS
YOU MUST SCORE A ZERO, IN ONE OF THOSE SPOTS
HIGH SCORE WINS
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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
IF YOU CAN NOT SCORE A ZERO
WHATEVER YOU SCORE MUST BE DEDUCTED FROM FINAL SCORE AS A PENALTY.
ANY BONUSES FROM PENALTIES MUST BE DEDUCTED ALSO
YOU CAN SCORE ANYWHERE AND AT ANYTIME
AS LONG YOU HAVE AT LEAST ONE RED DICE
HIGH SCORE WINS!!
**THE RED DICE DOES NOT HAVE TO BE SCORED
BUT MUST HAVE A RED DICE IN ORDER TO SCORE.
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REG PAINTED
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
HIGH SCORE WINS
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REG PAINTED WITH STINGER(S)
SET PAINTED TABLE
YOU GET 3 ROLLS WITH KEEPERS
A DIFFERENT STINGER(S) WILL BE CALLED
AT THE BEGINNING OF EACH ROUND.
YOU MUST BE ABLE TO SCORE THE STINGER(S)
IN THE THE PROPER SPOT TO GET THE AUTO WIN
IF NO ONE GETS THE AUTO WIN THEN HIGH SCORE WINS
*THE HOST MAY CHOOSE MORE THAN ONE STINGER
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PAINTED REVERSE CONSECUTIVE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
START AT FLUSH AND WORK UP CONSECUTIVELY TO 1?S
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 BLUE
4 IN RED
3 IN PURPLE/PINK
2 IN GREEN
1 IN YELLOW
SCORE IN ANY ORDER
(YOU CAN SCORE ON YOUR BOTTOM AND YOUR TOP)
IF YOU CANT GET THEM SCORED NUMBERWISE IN ORDER
THEN HIGH SCORE WINS
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REVERSE FANDANGO
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FIRST DO 4 TURNS ON TOP AND
4 TURNS ON BOTTOM IN ANY ORDER
THEN FILL IN THE COLOR SECTION IN ANY ORDER
HIGH SCORE WINS
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REVERSE PAINTED DELIGHT
SET PAINTED TABLE
FOR ROUNDS 1-10-YOU PLAY REG PAINTED
(3 ROLLS WITH KEEPERS)
SCORE ANYWHERE AT ANYTIME

THEN FOR ROUNDS 11-20 YOU PLAY CRAPSHOOT
(3 ROLLS NO KEEPERS)
SCORE ANYWHERE ANYTIME
HIGH SCORE WINS
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ROYAL FLUSH
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN
SCORE EITHER A BLUE OR PURPLE/PINK FLUSH
IN THE FLUSH SECTION
IF NO GETS THE AUTO WIN
THEN HIGH SCORE WINS
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ROYAL HOUSES
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 STRAGHT
ONLY A BLUE FLUSH OR A YELLOW FLUSH ARE ALLOWED IN THE FLUSH AREA
YOU MAY SCORE IN ANY ORDER
BUT IF YOU CANNOT SCORE IN THOSE AREAS
THEN ZERO OUT ONE OF THOSE AREAS.
HIGH SCORE WINS
* FOR THE 4 OF A COLOR. THE 5TH COLOR DICE DOESNT MATTER.
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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
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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
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SIZZLIN 7'S
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN,
SCORE ALL 7'S IN THE MIDDLE/COLOR SECTION
IF NO ONE GETS AUTO WIN
THEN HIGH SCORE WINS
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SNAKE EYES
SET PAINTED TABLE
3 ROLLS WITH NO KEEPERS
FOR AN AUTO WIN
SCORE ALL 1'S IN MIDDLE/COLOR SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WINS
**TAKING KEEPERS IS AN AUTO LOSS
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SPOOKTACULAR
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE IN THESE SLOTS ONLY
1'S, 2'S, AND 4'S ON TOP
YELLOW , PLUM(PURPLE) AND GREEN IN THE MIDDLE SECTION

4 OF A KIND, 4 OF A COLOR
(THE 4OC MUST BE SCORED IN GREEN , YELLOW OR PLUMS(PURPLE),

FULL HOUSE , PAINTED HOUSE
( THE PH MUST BE IN ANY COMBINATION OF YELLOW, PLUM(PURPLE) AND/OR GREEN ),

RAINBOW, AND FLUSH
( THE FLUSH MUST BE SCORED IN GREEN , PLUM(PURPLE), OR YELLOW)

IF YOU CAN'T SCORE IN ANY OF THOSE SLOTS THEN
YOU MUST ZERO OUT ONE OF THOSE SLOTS
HIGH SCORE WINS

*REMEMBER YOU CAN ONLY SCORE IN THOSE SLOTS ONLY
*YOU CAN ONLY ZERO OUT IN THESE SLOTS
(1'S,2'S,4'S,YELLOW,PLUMS(PURPLE),GREEN,4OC,4OK,PH,FH,AND FLUSH)

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STOPLIGHT
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
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 CHAT
TO SAY WHERE YOU ARE SUPPOSE TO SCORE

IF DICE IS RED=SCORE IN TOP SECTION ONLY
IF THE DICE IS YELLOW=SCORE IN MIDDLE SECTION ONLY
IF THE DICE IS GREEN=SCORE IN BOTTOM SECTION ONLY
IF THE DICE IS BLUE OR PURPLE/PINK=IT IS WILD
AND MAY SCORE ANYWHERE

IF A SECTION BECOMES FULL, THAT COLOR BECOMES A WILD

HIGH SCORE WINS
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STRAIGHT AS A BOARD
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN YOU MUST SCORE TWO STRAIGHTS
THE FIRST STRAIGHT MUST BE SCORED IN THE STRAIGHT AND
YOU MUST SCORE YOUR SECOND STRAIGHT TO WIN
EVEN IF YOU SCORE A ZERO FOR IT
ANNOUNCE THE SECOND STRAIGHT IN CHAT
BEFORE YOU SCORE TO LET THEM KNOW
IF NO GETS THE AUTO WIN, THEN HIGH SCORE WINS

* PLEASE MAKE SURE THAT YOUR OPPONENT VERIFIES THE SECOND STRAIGHT
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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
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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
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STRAIGHT FLUSH
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
FOR AN AUTO WIN,
SCORE A STRAIGHT AND FLUSH IN ONE
THE STRAIGHT FLUSH CAN BE SCORED IN EITHER
STRAIGHT OR FLUSH TO COUNT AS THE AUTO WIN
PLEASE ANNOUNCE IN CHAT YOU ARE SCORING
YOUR STRAIGHT FLUSH BEFORE YOU SCORE IT
IF NO ONE GET THE AUTO WIN,
THEN HIGH SCORE WINS
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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
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TANGO
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
SCORE IN THIS ORDER
TWOS, RAINBOW, ONES, GREENS, AND YELLOW
HIGH SCORE WINS
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THE ULTIMATE BLINDFOLD
SET A PAINTED TABLE
EACH ROUND WILL BE ANNOUNCED IN LOBBY BY THE HOST
NO PLAYERS WILL KNOW WHAT THE FORMAT
OR GAME WILL BE UNTIL
THE HOST ANNOUNCES FOR THAT ROUND!!!
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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
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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 MIDDLE AND 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 MIDDLE COLORS,4 OF 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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TRIPLE COLORS
SET A PAINTED TABLE
2 ROLLS WITH KEEPERS
UNTIL YOU SCORE YOUR RAINBOW, PAINTED HOUSE AND FOUR OF A COLOR
ONCE YOU SCORE YOUR BOW,PH, AND 4OC
THEN YOU GET 3 ROLLS WITH KEEPERS
HIGH SCORE WINS
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TWICE AS NICE
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE
BUT FIRST TO GET THEIR TOP AND MIDDLE BONUS
GETS THE AUTO WIN
IF NO ONE GET THE AUTO WIN,
THEN HIGH SCORE WINS
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UNLUCKY 13'S
SET TABLES PAINTED
3 ROLLS NO KEEPERS
FOR AN AUTO WIN SCORE A
1 IN BLUES
3 IN RED
1 IN PURPLE/PINK
3 IN GREEN
1 IN YELLOW
CAN SCORE AT ANYTIME/ANYWHERE
AND DO IN ANY ORDER
BUT(1,3,1,3,1) IN THE MIDDLE SECTION
IF NO ONE GETS THE AUTO WIN
THEN HIGH SCORE WIN
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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 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 BEST YOU CAN.
HIGH SCORE WINS.

**REVERSE CALL YOUR SHOT**
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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 4s
SCORE A 12 IN 6s
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
SET PAINTED TABLE
3 ROLLS WITH 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 PURPLE/PINK 7 GREEN 0 AND YELLOW 7 (AUTO WIN)
IF NO AUTO WIN 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
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 PURPLE/PINK 7 GREEN 0 AND YELLOW 7(AUTO WIN). IF NO AUTO WIN 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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1 ROLL TRIPLE
SET A TRIPLE TABLE
1 ROLL EACH TURN
SCORE ANYWHERE
FILL THE ENTIRE CARD
HIGH SCORE WINS
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1 ROLL TRIPLE 8 CORNERS
SET A TRIPLE TABLE
ROLL ONLY ONCE
SCORE IN CORNERS ONLY
SCORE IN 1'S, 6'S, 1 PAIR AND YATZY
IN THE 1ST AND 3RD COLUMN ONLY
CAN SCORE ANYWHERE WITHIN THE FORMAT
HIGH SCORE WINS
SCORING OUT OF 4MAT IS AN AUTO LOSS
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1 ROLL TRIPLE BOTTOMLESS
SET A TRIPLE TABLE
1 ROLL ONLY
SCORE ONLY IN THE TOP SECTION OF THE CARD
SCORE IN ANY ORDER
DO NOT SCORE ON THE BOTTOM SECTION
HIGH SCORE WINS
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1 ROLL TRIPLE TOPLESS
SET A TRIPLE TABLE
1 ROLL ONLY
SCORE ONLY IN THE BOTTOM SECTION OF THE CARD
SCORE IN ANY ORDER
DO NOT SCORE ON THE TOP SECTION
HIGH SCORE WINS
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TRIPLE 10-10
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
SCORE 10 SPOTS IN THE TOP SECTION
SCORE IN 10 SPOTS IN 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 ROLL WITH KEEPERS FILL 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
CAN SCORE ANYWHERE WITHIN THE FORMAT
HIGH SCORE WINS
SCORING OUT OF 4MAT 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 CRAPSHOOT
SET A TRIPLE TABLE
3 ROLLS NO KEEPERS
SCORE ANYWHERE AT ANYTIME
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 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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TRIPLE CRAPs 123
SET A TRIPLE TABLE
SET 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 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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TRIPLE LOWBALL
SET A TRIPLE TABLE
1 ROLL EACH TURN
ZERO OUT AS MUCH AS POSSIBLE
AND SCORE THE LOWEST CHANCE
FILL THE ENTIRE CARD
LOW SCORE WINS
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TRIPLE WITH STINGER(S)
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
A DIFFERENT STINGER(S) WILL BE CALLED
AT THE BEGINNING OF EACH ROUND.
YOU MUST BE ABLE TO SCORE THE STINGER(S)
IN THE THE PROPER SPOT TO GET THE AUTO WIN
IF NO ONE GETS THE AUTO WIN THEN HIGH SCORE WINS
*THE HOST MAY CHOOSE MORE THAN ONE STINGER
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TRIPLE 1 & 3
SET A TRIPLE TABLE
3 ROLLS WITH KEEPERS
BUT ONLY SCORE IN THE 1ST AND 3RD COLUMNS
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
BACK TO TOP





TRIPS TO 1200 OR MORE
SET A TRIPLE TABLE
3 ROLLS WITH KEEPRES
1ST ONE TO SCORE 1200 OR MORE WINS
BACK TO TOP





TRIPS TO 550
SET A TRIPLE TABLE
3 ROLLS WITH NO KEEPERS
1ST ONE TO SCORE 550 OR MORE WINS
BACK TO TOP





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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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: 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: 1 MAN ON THE HOME 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: 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: 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: 2 MEN IN AND OUT
SET A LUDO TABLE
YOU PLAY LIKE REGULAR LUDO
EXCEPT: ONLY 2 MEN CAN BE OUT, AT ANY GIVEN TIME
YOU CAN ONLY HAVE 2 MEN OUT AT ONE TIME
AND MAY NOT TAKE ANOTHER OUT, UNTIL AT LEAST ONE IS YOUR HOME RUNWAY
THE FIRST 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
BACK TO TOP





LUDO: 3 MEN IN
SET A LUDO TABLE
PLAY REGULAR LUDO
THE FIRST PLAYER TO GET 3 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: NO KNOCK LUDO
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
BACK TO TOP





LUDO GLOBES
SET A LUDO TABLE
THE 1ST OPPONENT TO GET ALL 4 OF THEIR MEN ON GLOBES GETS AN AUTO WIN
( YOU MAY HAVE MORE THAN 1 MAN ON THE SAME GLOBE)
OTHERWISE THE 1ST TO GET ALL 4 MEN INTO 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 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
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

*IF YOUR OPPT HAS A PERSON ON A GLOBE AND YOU LAND IT
IT COUNTS AS A KNOCKOUT BY YOUR OPPT
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STAR LUDO
SET A LUDO TABLE

THE FIRST OPPONENT TO KNOCK OFF/BACK A CERTAIN AMOUNT
OF MEN OFF OF THE STARS GETS AN AUTO WIN
( THE AMOUNT IS DETERMINED BY THE HOST, SO PLEASE WATCH FOR IT )
IF NO AUTO WIN THEN 1ST TO GET ALL 4 MEN INTO 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

*IF YOUR OPPT HAS A 2 MEN ON A STAR AND YOU LAND IT
IT COUNTS AS A KNOCKOFF BY YOUR OPPT
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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
THE FIRST PLAYER TO GET 1 MAN INTO FIESTA WINS

IF YOU ARE NOT IN THE FORUM
YOU WILL GET A TIMER OF 3 MINUTES ONLY
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1 MAN IN LUDO PARTNERS
SET A LUDO TABLE
EVERYONE PLAYS REGULAR LUDO
THE FIRST PERSON ON A TEAM
WHO GETS 1 MAN INTO FIESTA WINS FOR THEIR TEAM

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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1 MAN OUT LUDO PARTNERS
SET A LUDO TABLE
EVERYONE IS ALLOWED
ONLY 1 MAN OUT AT A TIME
WHEN ONE OF YOUR MAN
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

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
BACK TO TOP





2 MEN IN LUDO PARTNERS
SET A LUDO TABLE
EVERYONE PLAYS REGULAR LUDO
THE FIRST PERSON ON A TEAM
WHO GETS 2 MEN INTO FIESTA WINS FOR THEIR TEAM

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
BACK TO TOP





2 MEN OUT LUDO PARTNERS
SET A LUDO TABLE
EVERYONE IS ALLOWED
ONLY 2 MEN OUT AT A TIME
WHEN ONE OF YOUR MAN
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

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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2 MEN IN AND OUT LUDO PARTNERS
SET A LUDO TABLE
EVERYONE IS ALLOWED
ONLY 2 MEN OUT AT A GIVEN TIME
AND MAY NOT TAKE ANOTHER ONE OUT UNTIL AT LEAST
ONE OF YOUR MAN IS IN THE HOME RUNWAY
THE FIRST PERSON ON A TEAM
WHO GETS 2 MEN INTO FIESTA WINS FOR THEIR TEAM

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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3 MEN IN LUDO PARTNERS
SET A LUDO TABLE
EVERYONE PLAYS REGULAR LUDO
THE FIRST PERSON ON A TEAM
WHO GETS 3 MEN INTO FIESTA WINS FOR THEIR TEAM

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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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 (NOT BOTH TEAM MEMBERS)
THAT KNOCKS 1,2,3,OR 4 OF
THEIR OPPONENTS MEN BACK TO HOME WINS THE GAME
BOTH TEAM MEMBERS OF A TEAM MAY NOT COMBINE THE KNOCKOUTS
THE NUMBER OF MEN IS CHOSEN BY THE HOST.

*TO COUNT AS THE AUTO WIN, ONE PLAYER OF A TEAM
HAS TO KNOCK THEIR OPPONENT'S MEN BACK.
IT CAN BE EITHER ALL OF ONE OPPONENTS OR
COMBO OF BOTH OPPONENTS (USING THE # OF OPPONENTS THE HOST STATES)
---- FOR EXAMPLE - IF THE HOST STATES YOU HAVE TO
KNOCK BACK 3 OF YOUR OPPONENTS MEN,
THEN ONLY ONE OPPONENT ON A TEAM,
CAN KNOCK BACK THE OTHER TEAMS MEN IN ANYWAY.
SUCH AS THEY CAN KNOCK BACK 1 OPPONENTS MEN AND
KNOCK BACK 2 OF OTHER OPPONENTS.

IF YOUR OPPT HAS A PERSON ON A GLOBE AND YOU LAND ON IT,
IT COUNTS AS A KNOCKOUT BY YOUR OPPT.

*IT DOES NOT COUNT IF YOU KNOCK YOUR OWN P BACK

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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STAR LUDO PARTNERS
SET A LUDO TABLE
THIS IS PLAYED LIKE REGULAR LUDO PARTNERS
EXCEPT, ITS AN AUTO WIN,IF
THE FIRST TEAM MEMBER (NOT BOTH TEAM MEMBERS)
THAT KNOCKS A CERTAIN AMOUNT OF
THEIR OPPONENTS MEN OFF OF STARS WINS THE GAME
BOTH TEAM MEMBERS OF A TEAM MAY NOT COMBINE THE KNOCKOFFS
THE NUMBER OF MEN IS CHOSEN BY THE HOST.

*TO COUNT AS THE AUTO WIN, ONE PLAYER OF A TEAM
HAS TO KNOCKOFF THEIR OPPONENT'S MEN OFF STAR(S).
IT CAN BE EITHER ALL OF ONE OPPONENTS OR
COMBO OF BOTH OPPONENTS (USING THE # OF OPPONENTS THE HOST STATES)
---- FOR EXAMPLE - IF THE HOST STATES YOU HAVE TO
KNOCK OFF 3 OF YOUR OPPONENTS MEN,
THEN ONLY ONE OPPONENT ON A TEAM,
CAN KNOCK OFF THE OTHER TEAMS MEN IN ANYWAY.
SUCH AS THEY CAN KNOCK BACK 1 OPPONENTS MEN AND
KNOCK BACK 2 OF OTHER OPPONENTS.

IF YOUR OPPT HAS 2 MEN ON A STAR AND YOU LAND ON IT,
IT COUNTS AS A KNOCKOUT BY YOUR OPPT.

*IT DOES NOT COUNT IF YOU KNOCK YOUR OWN P BACK

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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REGULAR LUDO PARTNERS
SET A LUDO TABLE
FIRST PERSON ON A TEAM TO GET ALL
4 MEN INTO FIESTA WINS FOR THEIR TEAM

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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THRICE THE FUN LUDO PARTNERS
SET A LUDO TABLE
PLAY REGULAR LUDO
BOTH PARTNERS MUST GET 3 MEN IN FIESTA TO WIN
IF ONE PARTNER GETS 4 IN FIESTA BEFORE THEIR PARTNER
GETS 3 IN THAT TEAM STILL WINS

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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TWICE THE FUN LUDO PARTNERS
SET A LUDO TABLE
PLAY REGULAR LUDO
BOTH PARTNERS MUST GET 2 MEN IN FIESTA TO WIN
IF ONE PARTNER GETS 4 IN FIESTA BEFORE THEIR PARTNER
GETS 2 IN THAT TEAM STILL WINS

IF A DISCONNECT, OR A MISSROLL,
OR A MISSCORE HAPPENS
YOUR PARTNER PLAYS ON WITHOUT YOU
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PAINTED PARTNERS 2-2
SET A PAINTED TABLE
ONE PARTNER PLAYS REG PAINTED
(3 ROLLS WITH KEEPERS)
AND THE OTHER PARTNER PLAYS PAINTED CRAPS
(3 ROLLS NO KEEPERS)
IT MUST BE ANNOUNCED IN THE LOBBY/GAME
WHICH PARTNER IS PLAYING WHICH FORMAT
SCORE ANYWHERE
HIGHEST COMBINED TEAM SCORE WINS
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2 WAY CONSECUTIVE PARTNERS
THIS FORMAT CAN BE PLAYED IN ANY FORMAT: CLASSIC OR PAINTED

ONE PARTNER PLAYS FROM THE 1'S TO THE BOTTOM
GOING IN ORDER ALL THE WAY DOWN TO (YATZY OR FLUSH)
THE OTHER PARTNERS PLAYS IN ORDER GOING UP
FROM THE (YATZY OR FLUSH)
ALL THE WAY UP TO THE 1'S
HIGHEST COMBINED TEAM SCORE WINS
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BOW-FLUSH PARTNERS
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
ONE PARTNER PLAYS:BONUS FLUSH
THE OTHER PARTNER PLAYS:BONUS BOW

IF ONLY ONE PARTNER GETS THEIR BONUSES
THAT PARTNER STILL ADDS THE EXTRA POINTS AT THE END OF THE GAME
OTHERWISE BOTH PARTNERS ADD THEM
FOR EACH ADDITIONAL FLUSH OR BOW YOU SCORE YOU GET 50 POINTS.
CLICK ON THE WORD BONUS FLUSH OR BONUS BOW FOR THE RULES OF THE 4MAT

YOU MUST STATE WHICH YOU ARE PLAYING BEFORE ROLLING STARTS
HIGHEST COMBINED TEAM SCORE WINS
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BOW-STRAIGHT PARTNERS
SET A PAINTED TABLE
3 ROLLS WITH KEEPERS
ONE PARTNER PLAYS:BONUS STRAIGHT
THE OTHER PARTNER PLAYS:BONUS BOW

IF ONLY ONE PARTNER GETS THEIR BONUSES
THAT PARTNER STILL ADDS THE EXTRA POINTS AT THE END OF THE GAME
OTHERWISE BOTH PARTNERS ADD THEM
YOU MUST STATE WHICH YOU ARE PLAYING BEFORE ROLLING STARTS
HIGHEST COMBINED TEAM SCORE WINS
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CHASIN RAINBOWS PARTNERS
SET A PAINTED TABLE
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 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,
ADD THEM AS A BONUS TO YOUR TOTAL OF SCORE,
TO GET YOUR FINAL SCORE.

EX. SO LETS SAY YOU SCORE A
3 IN ONES, 16 IN REDS, AND A 24 IN 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
EVERYONE PLAYS 3 ROLLS NO KEEPERS
SCORE ANYWHERE AND AT ANYTIME
HIGHEST COMBINED TEAM SCORE WINS
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CRAZY HOUSES PARTNERS
ONE PARTNER: PLAYS 3 ROLLS NO KEEPERS, UNTIL THEY SCORE A PAINTED HOUSE
THE OTHER PARTNER: PLAYS 3 ROLLS NO KEEPERS, UNTIL THEY SCORE A FULL HOUSE
AFTER EACH SCORES THEIR HOUSES, THEN THEY GET 3 ROLLS WITH KEEPERS
EACH MUST SAY IN THE GAME WHAT THEY ARE PLAYING FOR ,
THEY MUST SCORE THE HOUSE IN THE PROPER HOUSE AREA TO COUNT
HIGHEST COMBINED TEAM SCORE WINS
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DOUBLE PAINTED DELIGHT
SET A PAINTED TABLE
ONE PARTNER PLAYS:PAINTED DELIGHT
AND THE OTHER PARTNER PLAYS:REVERSE PAINTED DELIGHT
IT MUST BE ANNOUNCED IN THE LOBBY/GAME
WHICH PARTNER IS PLAYING WHICH FORMAT
SCORE ANYWHERE
HIGHEST COMBINED TEAM SCORE WINS
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DOUBLE FUN PARTNERS
SET A PAINTED TABLE
ONE PARTNER PLAYS:CHASING RAINBOWS
AND THE OTHER PARTNER PLAYS:STRAIGHT EXTREME
IT MUST BE ANNOUNCED IN THE LOBBY/GAME
WHICH PARTNER IS PLAYING WHICH FORMAT
SCORE ANYWHERE
HIGHEST COMBINED TEAM SCORE WINS
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FANDANGO PARTNERS
3 ROLLS WITH KEEPERS
ALL COMPLETE MIDDLE SECTION FIRST.
THEN COMPLETE 4 PLACES IN TOP SECTION,
AND 4 PLACES IN BOTTOM SECTION (ANY ORDER)
HIGHEST COMBINED TEAM SCORE WINS
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FROGLEGS PARTNERS
SET A PAINTED TABLE
3 ROLL WITH KEEPERS

1 PARTNER PLAYS LEAPFROG TOP TO BOTTOM
SCORE IN THIS ORDER:
1's, 3's, 5's, BLUE, PURPLE/PINK,
YELLOW, 4 OF COLOR, PAINTED HOUSE, RAINBOW, YATZY

THE OTHER PARTNER PLAYS LEAPFROG BOTTOM TO TOP
SCORE IN THIS ORDER
FLUSH, CHANCE, STRAIGHT, FULL HOUSE,
4 OF KIND, GREEN, RED,
6's, 4's, 2's
PLEASE ANNOUNCE IN GAME/LOBBY CHAT
WHICH PARTNER IS PLAYING WHAT
HIGHEST COMBINED TEAM SCORE WINS
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FIRE N ICE PARTNERS
SET PAINTED TABLE

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 KEEP RED DICE
ICE: MAY ONLY KEEP BLUE DICE

SCORE ANYWHERE AT ANY TIME BUT..
IF THE PERSON PLAYING FIRE SCORES A RED FLUSH IN FLUSH AND
THE PERSON PLAYING ICE SCORES A BLUE FLUSH IN FLUSH
THEN IT IS AN AUTO WIN
OTHERWISE HIGHEST COMBINED TEAM SCORE WINS
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MISSION IMPOSSIBLE
SET A PAINTED TABLE
YOUR MISSION IF YOU CHOOSE TO ACCEPT IT IS TO
SCORE THE MISSION'S ANNOUNCED BY THE HOST AND
ADD THEM AS A BONUS OF *200* POINTS TO YOUR FINAL COMBINED 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 SCORE.

IF YOU AND YOUR PARTNER DO NOT SCORE ALL 3
YOU BOTH HAVE FAILED YOUR MISSION
AND IT HAS BECOME "MISSION IMPOSSIBLE".
YOU DO NOT RECIEVE ANY BONUS POINTS
HIGHEST COMBINED TEAM SCORE WINS .

* REMEMBER BOTH PARTNERS MUST COMPLETE THE MISSIONS TO
RECEIVE THE 200 POINT BONUS
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PAINTED DELIGHT PARTNERS
SET A PAINTED TABLE
FOR ROUNDS 1-10: EVERYONE ROLLS CRAPS(3 ROLLS NO KEEPERS)
FOR ROUNDS 11-20: EVERYONE PLAYS REG PAINTED-3 ROLLS WITH KEEPERS
HIGHEST COMBINED TEAM SCORE WINS
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RACE TO THE STARS PARTNERS
SET A PAINTED TABLE
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 TEAM SCORE WINS
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REG PAINTED PARTNERS
SET TABLES PAINTED
3 ROLLS WITH KEEPERS
SCORE ANYWHERE AT ANYTIME
HIGHEST COMBINED TEAM SCORE WINS
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REG PAINTED WITH A TWIST PARTNERS
SET PAINTED TABLE
3 ROLLS WITH KEEPERS
SCORE ANYWHERE AT ANYTIME
HIGHEST COMBINED TEAM SCORE WINS

THE 1ST TWIST IS FOR EVERY FLUSH YOU GET AFTER SCORING YOUR 1ST FLUSH
IN THE FLUSH SPOT THEN YOU GET 25 LADDERBUX

THE 2ND TWIST IS IF YOU ROLL ANY OF THE FLUSHES
IN THE COLOR SPECIFIED BY THE HOST
THEN YOU GET 25 BUX

NOTE: THE HOST CAN CHOOSE ANY COMBINATION OF COLORS
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STRAIGHT EXTREME PARTNERS
SET A PAINTED TABLE
EVERYONE STARTS THE GAME WITH 3 ROLLS NO KEEPERS
UNTIL YOU SCORE YOUR STRAIGHT
ONCE STRAIGHT IS SCORED
YOU GET 3 ROLLS WITH KEEPERS
HIGHEST COMBINED TEAM SCORE WINS
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TEXAS HOLD'EM PARTNERS
SET A PAINTED TABLE FOR 4
BEFORE EACH ROUND, 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 BONUS
TO YOUR FINAL SCORE OF THE REGULAR PAINTED GAME.

EXAMPLE :6'S= 24, FULLHOUSE =25, 4 OF A KIND =16. THE COMBINED BONUS SCORE WOULD BE 65 FOR THAT PLAYER.

THE TEAM WITH THE HIGHEST COMBINED SCORE WINS.
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EASY AS 123
SET PTD TABLE
PLAYERS WILL PLAY EVERY ROUND IN A 3 ROUND TRUE SWISS TOUR
AT THE BEGINING OF EACH ROUND HOST WILL ANNOUNCE 4MATS
PLS ASK HOST IF YOU DO NOT UNDERSTAND 4MATS BEFORE START OF EACH ROUND
~EXAMPLE 3 ROUND SWISS~
ROUND 1: 1 ROLL PTD
ROUND 2: PTD 222
ROUND 3: PTD 333
*IN A TRUE SWISS 4MAT THERE MAY BE MORE THAN 1 WINNER
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MOVIE TRIVIA
THE HOST WILL PICK A SHORT FORMAT
IN BETWEEN ROUNDS OF YAHTZEE
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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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
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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
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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
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