3 games - Djibouti; In and Out; Six out of Six; Tween and Towerdice
By well-wisher
- 878 reads
Djibouti – Game
1. There are 6 cards; each red on one side and green on the other.
2. The 6 cards are placed in a horizontal line; 3 with red facing upwards and 3 with green facing upwards.
3. One player elects to be green, the other to be red.
4. They now take turns rolling a six sided dice.
5. The number that a player rolls is the number of cards they MUST turn over.
6. The aim of the game is to have all the cards with your colour facing up.
7. Explain further?: Imagine that at the start of the game, when there are 3 cards facing up red and three facing up green, that the green player rolled a 3; then that player could turn over all three of the cards that were facing up red so that all the cards were facing up green and if they did that then the green player would win.
In and out – children’s game (You need; an A4 sheet of paper, a pencil, a six-sided dice and an even number of counters of red and green with the numbers 2 or 3 and the words "Splat" and "Double" upon them)
- Firstly, draw a circle with the pencil upon the A4 sheet of paper with the pencil (or you may want to use a hoop or ring to stop counters slipping over the edge)
- Secondly, one player elects to be red; the other green
- Now one of the players rolls the dice.
- The number that he rolls is the number of times that he must move a counter in and out of the circle, saying, as he does so, “In and out, in and out”
For example: If he were to roll a 3 he would move the counter in and out of the circle 3 times saying “In and out and in”.
- If, upon his final move, his counter is in the circle, he leaves it there; it counts as winning points and if upon his final move it is outside the circle, he leaves it outside the circle it doesn’t count for anything or is counted as zero.
- One player has red counters, the other has green counters. The number written upon each counter is its value, 2 or 3 points. Players alternate between 2 point counters and 3 point counters (for example, in a players first turn, they will use a 3 point counter; in their second turn a 2 point counter; in their third turn a 3 point counter; in their 4th a 2 point counter and so on)
- Splat counter- Among a players counters are also counters called Splat counters, with the word Splat upon them. If a player manages to get a splat counter into the circle, his opponent must remove half his numbered counters (or if he has an odd number of counters in the circle, removes one and then half of what’s left, for example, if he has 7 counters then he removes 1 and 3) of his counters from the circle.
- Doubling counter – Among a players counters there are also doubling counters with a gold star upon them. If a player gets a double counter into the circle they double their points.
- When the circle is filled up with counters, when there is no more space within it, the players add up the points upon the counters of their colour that are inside the circle and the player with most points is the winnerNote: Heavier playing pieces may be preferable to counters if counters keep slipping over the edges of the circle.
Six out of six (Dice game of increasing probability for 1 or more players)
- Players start with a white dice which they take turns rolling. If a player rolls a six then they lose (have to try again) if a player doesn’t roll a six then they roll the white dice and a yellow dice.
- If they roll these two dice and roll a six with one of them then they lose (have to try again) if they don’t roll a six then they roll 3 dice; the white dice, the yellow dice and a blue dice.
- Third Dice Rule: If they roll a six with just one of them, then they lose but have to go back to the beginning and start again with one dice (go back to the white dice stage) but if they don’t roll a six then they now roll 4 dice, the white dice, the yellow dice, the blue dice and the green dice.
- If they roll these 4 dice and avoid rolling a six with any of them they then roll 5 dice, the white, the yellow, the blue, the green and a red dice.
- If they manage to roll these 5 dice without rolling a six with any of them, they then roll a final time with six dice; the white, the yellow, the blue, the green, the red and a black dice.
- Sixth Dice Rule: If they manage to roll all six of these dice without rolling a six with any of them then they are the winner but if they don’t they have to start again from four dices upwards (go back to the red dice stage)
Tween: Dice game based upon wrestling–
1.
Say, for example:
Player A rolls a 2
Player B rolls a 4
Player A rolls a 6
Now Player A has player B caught in a hold because 4 is sequentially between 2 and 6.
2.
In order to break free from the hold, Player B now has to roll a higher number than player A rolled. If the number is 6 then player B has to roll a 1 which is counted as 7.
This is how it would look:
Player A rolls a 2
Player B rolls a 4 (Player A has player B in a hold)
Player A rolls a 6
Player B rolls a 1 that counts as 7 (Player B has broken free from hold)
3.
If a player can’t break free from the opponents hold, then his opponent wins the numbers rolled.
4.
The doubling blow – If player A can’t break free from his opponents hold, his opponent has a chance to strike the “Doubling Blow”, which doubles his points, by rolling a higher number than the one already rolled but it is a gamble because, if he fails to do this, then player A receives the doubled points.
5. How to win: The first player to reach or exceed a finishing line score, for example 30 points, wins.
6. Legal holds – In order to get hold of an opponent, their dice roll must be a number, sequentially, between your dice rolls; either between a lower and higher number or between a higher and a lower number; for example 2 4 5 or 5 4 2 are both holds, the 4 held between the 2 and the 5 or between the 5 and the 2.
Towerdice – A dice game
- Player 1 rolls a six-sided dice 4 times then he calls the first dice roll The North Tower; the second dice roll The East Tower; the third dice roll The West Tower and the fourth dice roll The South Tower
- Player 2 does the same, calling the first dice roll The North Tower, the second dice roll The East Tower; the 3rd dice roll The West Tower and the 4th dice roll, the South Tower.
- Players then take turn attacking the towers of their opponent (declaring, “I attack your North/East/West/South tower”) by trying to roll higher than the value (dice roll ) of a tower.
- The player that can destroy all of his opponents towers is the winner.
- Rebuilding a tower: A player who has lost a tower can rebuild it but in order to rebuild it, he must roll for it. First he declares, “I want to rebuild my fallen North/East/West/ South Tower”; then he and his opponent roll; if he beats his opponents dice roll (rolls a higher number) then he has rebuilt the tower, his dice roll becoming the new towers value, if not, the tower stays down.
- Every turn a player has a choice between attacking opponents towers or trying to rebuild one of his fallen towers; he is not allowed to do both during a turn and so if a player cannot rebuild any of his towers before his opponent has destroyed them all, he loses.
- If a tower has a value of six, a player has to roll a 1 to destroy it which is counted as a 7.
- Log in to post comments