A major part of the strategy of Can't
Stop is when to stop
rolling. The point at
which one should stop depends on the three numbers marked and the
amount of progress
already made in the current turn (measured in fractions of the total
distance needed to
win a column). The ideal stopping point can be calculated from the
probability of a
successful roll, and the average progress value of a successful roll.
The ideal strategy
would consist of a table of 165 entries, one for each combination of
three numbers, each
entry showing the level of progress at which to stop for that
combination.
Such a table would, of course, be impractical to use in an actual game.
What we really
need is a rule of thumb that is simple to use and reasonably accurate.
The following rule,
called the Rule of 28, should prove helpful. Add the following values
for each number
marked or advanced in each column during the current turn (note that
each column counts
double when a marker is placed).
Column
2 3 4 5 6 7 8 9 10 11 12
Spaces
3 5 7 9 11 13 9 7 5 3 1
Value
When Marked 12 10 8 6 4
2 4 6 8 10 12
Value
When Advanced 6 5 4 3 2
1 2 3 4 5 6
Note
that each column counts double when a
marker is placed. Add two points if all three columns marked are odd;
subtract two points
if all three columns are even. Add four points if all three columns are
less than eight,
or if all three are greater than six. When the total for the current
turn reaches 28 or
more, stop rolling (but do not stop before all three markers are
placed).
A few turns of a sample game:
(1) 1-1-3-4 Mark 2 and 7. Neither has been marked this turn, so
count 12 plus 2, or
14.
1-1-4-6 Advance marker 2, mark
column 10. Add 6 and 8
for a total count of 28. This is the total at which to stop.
(2) 1-2-5-6 Mark and advance 7. Count 2 plus 1 for a total of 3.
1-1-3-6 Mark 2 and 9. Add 12 plus
6 for a total of
21. Continue.
1-5-5-6 Advance 7. The total is
now 22. Continue.
1-2-4-5 Advance 9. The total is
now 25. Continue.
1-3-3-5 Miss. Bad luck!
(3) 2-2-3-3 Mark and advance 5. Count 6 plus 3 for 9.
1-2-2-4 Mark 3 and 6. Add 10 plus 4 for
23, plus 4 (because
3, 5, and 6 are all less than 7) for 27. Roll once more.
2-4-6-6 Advance 6. Add 2 for a total of
29, and stop.
The Rule of 28 will tell you within one roll the correct point at which
to stop in 75
percent of all cases (and within two rolls in 92 percent of all cases).
This is a fairly
good result for a simple, practical rule. However, since you are
playing against
opponents, do not follow the rule slavishly. Use your judgment as to
where you stand in
the game when making decisions on when to stop. In particular, when you
are behind in the
game, or are close to winning a closely contested battle for a column,
it is a good idea
to take extra chances (thus you would continue to roll even when your
turn total exceeds
28).
Thanks to Robert Abbott for introducing me to this
excellent game, and for
calculating the table of success probabilities which led to this study.
Can't Stop was developed from an earlier Sid Sackson game, Sid Sackson's Solitaire Dice, which appeared in A Gamut Of Games. This was designed as a solitaire game, but can also be played competitively. This is also an interesting dice game, giving wide scope for players to exercise skill in choosing what combinations to try for and how to score each roll. Briefly described, the player rolls five dice, and divides the roll into two pairs and a single die. The scoresheet is labeled with the two-dice totals from 2 to 12, and the single die rolls 1 to 6. The two pair totals from each roll are tallied off on the 2 to 12 section, and the single die on the 1 to 6 section. The player continues rolling and scoring, but can mark off only three different numbers as singles. The game ends when he has marked off a number as a single eight times. He then scores for each two-dice total he has marked off more than five times: 100 points per extra 2 or 12, 70 for each extra 3 or 11, 60 for each extra 4 or 10, 50 for each extra 5 or 9, 40 for each extra 6 or 8, and 30 for each extra 7. He loses 200 points for each two-dice total he has used between one and four times. This game is an excellent one for a duplicate format because there are no rethrows.
A sample three-handed game of 'Duplicate
Solitaire' Dice (The three numbers under each player indicate the two
two-dice totals and the single die left over):
Roll
Alpha Beta
Gamma
22244
8 4 2 6 6 2
6 6 2
15566
10 12 1 11 11 1 10 7
6
11234
6 4 1 5 5
1 7 3 1
12344
8 4 2 5 5
4 7 6 1
13456
10 8 1 11 7 1 7
6 6
12456
8 6 4 11 6 1 10
7 1
11112
2 2 2 2 2
2 3 2 1
11236
9 2 2 9 2
2 9 3 1
12356
9 6 2 11 5 1
9 6 2
12256
8 7 1 7 7
2 7 3 6
23456
8 8 4 9 7 4
9 9 2
13666
12 9 1 12 9 1 9 7 6
14445
8 6 4 9 5 4 6 3 1
23446
9 6 4 9 6 4
out
14466
10 10 1 12 5 4 ---
11233
4 4 2 6 2
2
11234
7 2 2 7 2
2
23456
8 8 4 11 5 4
14566
12 6 4 11 7 4
11223
4 4 1 5 2 2
12346
8 4 4 9 6 1
22334
6 4 4 5 5 4
Alpha scored 360 for his 4's, 6's, and 8's, but took 1000 points in penalties (2's, 7's, 9's, 10's, and 12's) for -640. Beta played an excellent game, scoring 560 for his 2's, 5's, 6's, 7's, 9's, and 11's, and took only 200 points in penalties (12's) to finish +360 and win. Gamma was runner-up at -420 (180 for 6's, 7's and 9's, 600 penalty points for 2's, 8's and 10's).
Solitaire Dice has been published several times
commercially: as Choice/Einstein (1989, Hexagames), Extra! (2011,
Schmidt Spiele), Can't Stop Express (2017, Eagle-Gryphon Games; this had a terrible rule change which was later reversed)
Another version appeared in Games Magazine (Jan/Feb 1978) under the title Great Races. This was previously published in 1974 as part of The 6 Pack of Paper & Pencil Games (Gamut of Games), and later as Mother Road (2022, Eagle-Gryphon Games).
Ten Thousand
Games to Play
with Dice
One of the most popular groups of dice games are point-scoring
games in which players have the
option to end their turn at a given point, or risk the score
already achieved on the turn by throwing further. Perhaps the
best-known of these is the French game of Dix Mille (Ten Thousand), so
called because the object of the game is to score 10,000 points.
This is a folk game, spread
mostly by word of mouth, with many variants and many different
names. I originally learned the game as Sparkle,
under which name I wrote about it in WGR4 and WGR5.
It appears in relatively few games compendia, even those
devoted to dice games (see the Bibliography for some written
references). The appendix (Short Reviews of
Games in Print) to the 1969 edition of Sid Sackson's A Gamut of Games
lists a version by Parker Brothers under the name Five Thousand, a name
sometimes used in English-language sources for a version of the folk
game with a shorter goal of 5,000 points.
Scoring in Ten Thousand
1
= 100
points
1-1-1 = 1000
points 4-4-4 = 400 points
5
= 50
points
2-2-2 = 200
points 5-5-5 = 500 points
1-2-3-4-5-6 = 1500 points 3-3-3 =
300 points 6-6-6 = 600 points
Let's look at the basic rules, and some statistical
strategy,
before examining some commercial variants. Ten Thousand is played
with six dice. The dice
are rolled and various combinations of dice score (summarized
above): Every one
thrown scores 100 points; every five scores 50
points; every triplet scores 100 times the value of the number
thrown (222 = 200, 333 = 300, etc.) except that 111 =
1000; and the sequence 123456 scores 1500.
After each throw, a player may stop and score all of the points
accumulated on that turn (turn score) to her permanent score (game
score). Or she may roll any non-scoring dice again to
try to score more points; any throw with no scoring combinations
(zilch) ends the turn and wipes out her turn score, with nothing added
to her permanent
score on that turn. If all of the remaining
dice score, she may roll all six dice again and continue to add to her
score. The game
is usually played in rounds; when one player reaches 10,000 points,
every other player who has not rolled in that round gets one more
chance to pass the leader. This is a
very interesting game which can be
played solitaire or competitively, and which contains a
fair amount of skill. Here are a few sample turns:
Roll
Score Turn Score Total Score
Comments
124556
200
200 0
Must continue
rolling; rethrow 246.
124
100 300
35
50 350
5
50
400
Rethrow all six dice.
135666
750
1150 1150
Puts the score
well over 500. A good
place to end the turn.
233566
50 50
33455
100 150
124
100
250
1400 Let's stop again.
123566
150 150
2556
100
250
Let's try for more this time.
16
100
350
Take another chance.
6
0 0
1400 Oops -- not as
lucky this time.
Many variants of the game require a
minimum game score (typically 500) before a player is allowed to stop
voluntarily; some even require a minimum turn score on every turn
before a player is allowed to stop. I dislike both rules: the skill of the game
is in deciding when to stop;
anything which reduces the number of decisions increases the luck
factor. The minimum game score requirement also may put players
hopelessly ahead or behind (if one player gets 500 on the first turn,
and everyone else misses for two turns, she has such an advantage she
may
never be caught). An excellent variant rule is described by Peter
Arnold in The Book of Games
(under the game's original name, Dix
Mille): a player reduced to one die has two throws to score (and
a 500
point bonus for succeeding), increasing the chance of a rollover and
rewarding more aggressive play.
Technical Analysis -- Ten Thousand
[Originally published in WGR5]
From an analysis of the various dice
combinations, we can compile the following tables of
probabilities and scores:
Number
Number of
combinations
Total scores for each
of dice for each number of dice
thrown
number of combinations
left 6
5 4 3 2
1
6 5
4
3 2 1
6 1548 192 48
12 4
2 1714950 112800 24450
8700 600 150
5 7200
0 0 0 0
0 540000
0
0 0 0 0
4 11520 2040 0
0 0 0 1728000 153000
0
0 0 0
3 12132 2400 480
0 0 0 4369500 360000
36000 0
0 0
2 8928 1704 384
96 0
0 4701600 615000
87600 7200 0 0
1 3888 840 180
48 16 0 2329200
435000 65100 7200 1200
0
0 1440 600 204
60 16
4
0 0
0 0 0 0
Total 46656 7776 1296 216 36 6
For example, when throwing four
dice, 480 out of the 1296 possible throws will leave you with
three dice, and these 480 throws score a total of 720
points. These tables were used to derive a basic strategy, which
boils down to the question of what score is enough to stop
and take a profit on the turn (keeping in mind that continuing to roll
risks missing and losing your score for the turn).
The score with which you should stop depends on how many dice you are
about to throw. So our basic strategy will consist of a set of six
stopping numbers.
The stopping numbers for the general strategy (derived from
formulas balancing potential adding gain from
continuing against the risk of losing your total for the turn) are:
Number
of dice to throw 6
5 4
3 2 1
Score
on which to stop 10400 2950 850
250 150 150
For example, when you are left with four dice to throw, you
will throw again if your turn score is less than 850, and
stop if it is 850 or more.
Notice two important things about these numbers. First of all,
you will never throw one or two dice (except when required to
make an initial score of 500). By the time you reach one or two
dice, your turn score will always be at least 200 (four fives).
Also, you will probably never stop with six dice to
throw, and infrequently stop on five (a score a high as 2950
for a turn is very high, and the odds against ever reaching 10400 are
astronomical). You will stop on three dice only
when you throw 111, 333, 444, 555, or 666 on the first throw,
when you throw three sixes in two or three throws, or when you
have scored on all six dice (in one or more throws) and are on your
second (or more) cycle (you will throw six dice a second time on about
6.6 percent of your turns).
This strategy gives the best average score per turn, and is suitable
for use when playing solitaire or when playing competitively in
many situations. It requires patience,
however; you will stop after a single throw over 35 percent
of the time. There are two situations where this basic strategy
might be modified, however. The first is when you have not
scored the necessary 500 points on a turn to begin accumulating
points. Should you stop the moment you reach 500? The second
situation is in a competitive game when you are trailing by a wide
margin. How wide a margin requires a change in strategy?
Let's look at a few statistics
obtained from a combination of probablility calculations, plus a
computer program which played 100000 turns following
the basic strategy, and 100000 turns trying to score 500 points.
The approximate probablity of scoring 500
points in a turn is 46.7%. The
computer scored 500 or more points in 46718 out of
100000 turns. The total score in the 46718 scoring turns was
3,438,8150, an average of 736.08 points per success, or
343.88 points per overall turn. The computer scored in 86264 out
of
100000 turns when stopping according to the basic
stopping numbers, fairly close to the calculated probability
of 84.1%. The total score for
100000 turns was 41,942,700 (419.427 per turn).
The results of this Monte Carlo simulation paint a clear picture
of the risk you take if you decide to risk another throw after you
have scored your first 10 points. Since
slightly less than half of all turns needing a score of 500 are
successful, you do not risk much by
continuing to follow the stopping numbers on a
turn in which you have reached your initial 500 points. Naturally
this means you will stop if you have three or fewer dice
to roll, and you will essentially always roll five or six
dice. Perhaps you might wish to play it safe and stop on
four dice -- unless all or most of your opponents have scored their
first 500 points and you are willing to take a risk to try
and catch up. Strategy in situations where you
are way behind is extremely difficult to quantify, and this is
perhaps where the judgment of the player should take
over. There may even be situations where you want to roll one die
in attempt to close the gap between you
and the frontrunner. Ten Thousand can provide some exciting play
in a competitive game between a number of players.
Commercial
versions of Five or Ten Thousand
Ten Thousand is perhaps the most popular dice
game ever in commercial
adaptations: even Yacht does not appear in as many different
commercial versions (looking through flyers from Toy Fair and
elsewhere, I see versions called Bupkis, Bummer, Farkle, etc).
In
WGR8 we panned a variant called Fill or Bust! (Bowman, 1981); to my
surprise this reappeared in a very similar vein a few years ago as
Volle Lotte! from the German company Abacus, and unaccountably has
received some positive press. Many other versions
have appeared since under different names, many with gimmicks such as
jokers or special bonuses for reaching certain scoring totals
exactly. Some games add bonuses for three pairs or double triplets.
Bone Didley, n.d., Carjulin Corporation, Calgary
Cosmic Wimpout, designed by W. W. Swilling and the Boston Logical
Society, published 1984 by Cosmic Wimpout, $3.50 for basic set, up to
$16 for deluxe set in carrying pouch
Fill or Bust, inventor uncredited, published by
Bowman Enterprises, 1981, $4.95
Gold Train, designed by Jeffrey L. Strunk, published 1995 by Strunk
Games, $24
Greed$, published 1980 by the Great American Greed Company, distributed
1986 by Avalon Hill, $14.95 in tube
High Rollers, published 1992 by El Rancho Escondido Enterprises, $7.95
postpaid
Six Cubes, published 1994 by Fun and Games, $9.95 retail
Volle Lotte!, published 1994 by Abacus, about $12 as import
Zilch, published 1980 by Twinson Company, $6.50 from Miles Kimball gift
catalog
Cosmic Wimpout is the most
popular of the commercial Five Thousand
variants; it even has its own Internet newsgroup and several World Wide
Web pages devoted to the game. It is unusual in using only
five (special) dice instead of six -- it also has a joker and several
special rolls (e.g. the equivalent of 5-5-5-5-5 wins automatically,
while 1-1-1-1-1 loses automatically). I don't find it
an improvement on the standard Five Thousand myself -- there are too
many rules limiting players' actions.
For players of Cosmic Wimpout (does anyone know anything
concrete
about the origin of Cosmic Wimpout?) who wish
to adopt an analogous strategy, many of the above comments are
applicable. Two major differences are the use of only five dice and the
presence of a black die which contains a wild
card. This requires the use of separate stopping numbers for dice
totals with and without the wild card die
(W indicates dice totals with the wild card). Also, a total
of only 7 points is needed to begin
accumulating a score. Certain rules, such as the
Reroll Clause, have been disregarded, as they produce
extreme complications in the calculations. The
basic strategy for Cosmic Wimpout is (using the scoring table
where the basic score is 5):
Number
of dice 5
4W 4
3W 3
2W 2
1W 1
Stopping
number 390 110
80 35 20
15 10 15 5
Fill or Bust! adds chance cards
to Five Thousand, which adds a
great deal of luck, reduces the number of options the player has,
and makes many of the remaining decisions trivial -- the
little skill remaining is overwhelmed by the chance
element. It was republished in 1994 as Volle Lotte!
High Rollers uses a set of dice
in which every number (1-6) has
different colored pips on each die. The scoring system gives
extra value to a straight (1-2-3-4-5-6) in which the six numbers are
the same color or six different colors, but the dice were misdesigned
so that a six-colored straight is impossible! The dice
don't add much to the basic game of Five Thousand, but they can be used
to design highly interesting versions of Yacht, using four rolls per
turn instead of three, and adding color-based categories (e.g.
six-color throw) as well as number-based ones.
The standard version of Zilch
is essentially the same game as Five
Thousand, but the variant games add extra scoring throws (e.g. three
pairs or two triplets) and extend the goal to 10,000 or 15,000 points
-- this improves the game a bit by making the average throw (especially
of six dice) more valuable and encouraging longer turns.
There is also a version in which throws of less than six dice can be
combined with saved dice to increase the score. Greed$,
by Avalon Hill, uses specially marked dice but is
essentially a straightforward version of Five Thousand.
Six Cubes, a recent board game
version of Ten Thousand, uses four white
dice plus a red die and a green die. Rolling a six on the red die
(except as part of a scoring combination) ends your turn with no score;
a green six doubles your points for the entire turn. The board
has a 10,000 point track with three Incentive Squares: ending your turn
on one earns a 1000 point bonus. I like those, but not the
colored dice, which increase the luck factor of the game.
The nicest physical production of the game is Strunk Games' new version
Gold Train, which comes with a
train-shaped wooden scoreboard (similar
to a cribbage board) with a compartment to hold the dice and
pegs. Gold Train is another five-dice variant (though using
standard dice, unlike Cosmic Wimpout), adding bonuses for four and five
of a kind and four and five dice straights, plus a rule which rewards
aggressive play: a player who stops after surpassing the score of
another player may attempt a Train Robbery (essentially a free turn
with the points from the turn subtracted from the overtaken
player). There are also a few money bags on the
pegboard, similar to the Incentive Squares in Six Cubes.
Two rules in Gold Train I dislike are Train Wreck: a 500 point penalty
for a non-scoring throw with five dice, which encourages passive play,
and End of the Line: you must reach 10,000 points by exact count, which
adds too much luck to the finish of a close game.
Pig is one of the simplest games of the jeopardy (push your luck) dice games. A single die is used. The object is to reach a total score of 100. On each turn a player rolls the die, keeping a running total of the rolls, and may stop at any time and add the total for that turn to her permanent score. Throwing a 1 ends the turn and wipes out the total for the turn.
Liar's DiceLiar's (or Liar) Dice is a well-known dice game
which is described in detail in
various editions of Hoyle.
Shut The Box and Tric-Trac are two of several
names for a simple dice
game which can be played solitaire or competitively. It has
appeared commercially as Snake Eyes. In its most common form, it
consists of a box with markers numbered 1 through 9, which are flipped
over to indicate that they are out of play. Two dice are thrown, and
the player flips one or more numbers which add to the sum of the dice;
e.g. on a throw of 10 (i.e., 5-5 or 6-4 -- the individual dice do not
matter), combinations which can be flipped are 9&1, 8&2,
7&3, 6&4, 7&2&1, 6&3&1, 5&3&2,
5&4&1, or 4&3&2&1. The object is to flip as
many numbers as possible before throwing a total which cannot be
covered. A win is achieved by flipping all nine numbers.
Whenever
desired (usually when all numbers larger than 6 are flipped), one die
may be discarded for the rest of the game. A quick sample (*
throw of
one die):
Throw
6-1 6-2
5-2 6-4 4-4 1*
Flip
7 8
4,3 9,1 6,2 --
Left
98654321 9654321 96521 652
5 (5)
Several scoring systems are possible -- e.g., you may count how many
flippers are left or the total of their numbers. The chance of
winning
with best play is about 8 percent. A 1000-game trial
produced 85 wins,
leaving an average of 2.3 flippers, totalling 11.43 points.
The worst
score was 8 flippers left for a score of 43. The game is
occasionally
seen with more than 9 flippers. A ten-flipper game is
playable (6
percent chance of a win), but the eleven- (1 percent) and
twelve-flipper (1/2 percent) games are far too difficult to
win. I have played many games of a giant version with 8
dice and flippers numbered 1 to 30. More dice and flippers give more
scope for
skillful play.
The Simpsons "Don't Have A Cow" Dice
Game (Milton Bradley, 1990)
Most commercial games named for T.V. shows, movies,
musical groups, and
the like are simple race games or other games of chance, not intended
for serious (or even semi-serious) players. It was nice to see that
this neat little dice game, based on the popular animated T.V. program,
has some interesting strategic features. It's an easy game to
learn, and can be played as a family game: older players can help
younger players select their bets
carefully. Basically it is a betting game --
the player whose turn it is to roll selects one of eight pictures
(containing one or more of the Simpson family members), then decides
how many dice to roll to try to match the picture, and how many chips
to bet. If he is successful, he wins the same number of chips from the
bank; if not, he loses his bet to the bank. Each of the other players
bets either for or against the roller, winning or losing in the same
manner. But the most important point is that if the roller is
successful, he wins the chips from players who bet against him. This
makes betting against the roller more dangerous, and encourages the
roller to take greater chances to encourage players to bet against him.
Another important rule is that the game ends when the bank or any
player runs out of chips (the player with the most chips wins).
The roller has three main choices to make (as outlined above), and each
non-roller has two choices (how many chips to bet, and whether to bet
for or against). Several factors need to be considered when making
selections, including the number of chips each player has, and the
number of chips left in the bank. A player in the lead wants to try to
maintain her lead while bringing about the end of the game, while
trailing players want to prolong the game while attacking the leader.
When the leader is on roll, it will often be a good idea to bet for her to avoid giving her extra
chips; conversely, it may be wise to bet against a player in danger of
running out of chips, to keep him from running out.
In order to play well, it is useful to know what the probabilities of
each roll are. The table below gives the five essentially different
pictures, and the probability of achieving each picture with the
allowable numbers of dice, rounded to three decimal places.
Number
of People Number of Dice Thrown
in
Picture
1 2 3 4
5 6 7 8
1
.333 .556 .704
2
.194 .407 .584
3
.157 .363 .549
4
.036 .115 .224 .344 .463
5
.199 .423 .607 .740
Gemstones (Mayfair Games, 1987, $3)
Gemstones is a 'free' game given away with a reasonably priced package
of 5 polyhedral dice (4-, 8-, 10-, 12-, and 20-sided). In each
round
each player has five throws and must save exactly one die on each
throw; the object being to get the highest total of the five dice (plus
bonuses for pairs or better, straights, etc.). The strategy is
too
clear-cut; a better rule would be to take five throws, saving as many
or as few dice each round as desired, Yacht-style; dice thrown a
fifth time must be kept. This leaves more room for decision
making and
increases the chance of bonuses. The bonuses themselves are
too small, in comparison to both the main scores and the difficulty of
achieving them. For example, a 5-point bonus is given for
throwing five
1's on the first throw. This should happen once in 76800 throws, and
the 5-point bonus is small compared to an average score of slightly
over 41 points per round which can be achieved with a simple
strategy.
Worse yet, the bonuses which can be usefully pursued (pairs, all odd,
all even) will not help produce high scores. The answer may be to
greatly
increase the bonuses for pairs.
Basic strategy table for Gemstones
Keep a die
after a particular throw if its value is at least that shown on the
table. For example, keep the 10-sided die after the third throw if 8 or
higher is thrown.
Throw
Die
1 2 3 4
4 4 4 3 3
8 7 7 6 5
10 9 8 8 6
12 11 10 9 7
20 17 16 15 11
Uno Cubes
Don't
Go to Jail (Parker Brothers, 1991) (invented by Garrett J. Donner
and Michael Steer)
Dice Deck
The following table of dice probabilities may be useful in a
variety of dice games in which dice totals, rather than combinations,
are the important factor. John Scarne's book has similar tables
going up to five dice, but it contains two incorrect figures for four
dice totals.
Numbers of
Combinations Of Various Totals With Two To Six Normal Dice
(Numbers in
parentheses indicate the total number of combinations)
Two Dice (36) Three Dice (216) Four
(1296) Five (7776) Six (46656)
2, 12 1 3,
18 1 4,
24 1 5, 30
1 6, 36 1
3, 11 2 4,
17 3 5,
23 4 6, 29
5 7, 35 6
4, 10 3 5,
16 6 6,
22 10 7, 28
15 8, 34 21
5, 9 4 6,
15 10 7, 21
20 8, 27 35 9,
33 56
6, 8 5 7,
14 15 8, 20
35 9, 26 70 10,
32 126
7 6 8,
13 21 9, 19
56 10, 25 126 11, 31 252
9, 12 25 10, 18
80 11, 24 205 12, 30 456
10, 11 27 11, 17
104 12, 23 305 13, 29 756
12, 16 125 13, 22 420 14, 28
1161
13, 14 140 14, 21 540 15, 27
1666
15 146 15, 20 651 16, 26 2247
16, 19 735 17, 25 2856
17, 18 780 18, 24 3431
19, 23 3906
20, 22 4221
21 4332
Widely used in fantasy games like Dungeons &
Dragons, dice are now being widely manufactured with the following
numbers of sides: 4, 6, 8, 10, 12, 20, 24, 30, and 60. Other numbers have been made but are much less common
(except for two sided dice, which are usually coins). Dice
with 4, 6, 8, 12, and 20 sides use the five Platonic solids
(tetrahedron, cube, octahedron, dodecahedron, and
icosahedron). Dice with a number of sides twice a prime can
be made by joining two pyramids with a regular polygonal base (10-sided
dice
use two pentagonal pyramids, sometimes offset by half a side to produce
kite-shaped faces).
Attaching a shallow square pyramid to each side of a cube produces a
24-sided die. Prime-numbered
dice can be made as long prisms, or by repeating numbers on a larger
die (a game which needs results from 1-5 could use an icosahedron with
each number repeated four times). Photos of many
different dice can be found on Wikimedia Commons.
The first game I saw with 12-sided
(dodecahedral) dice was a simple dice baseball game called Dodeca,
which used six special dice labeled with outcomes for various baseball
events (including three different dice to represent three levels of
hitting ability). The popular baseball simulation Strat-O-Matic,
which for years used a Split Card deck of 20 numbered cards to produce
fielding and other subsidiary results, switched over to 20-sided
icosahedral dice when they became widely available.
Although 100-sided dice have been made (e.g. Lou
Zocchi's Zocchihedron,
which resembles a golf ball with 100 tiny round sides), some sports and
fantasy games use a special pair of ten-sided dice, one die labelled by
tens (0-10-20-30-40-50-60-70-80-90) and the other
by ones (0-1-2-3-4-5-6-7-8-9) to produce a set of possible outcomes
from 0-99 (or 1-100 if 00/0 is read as 100).
Dice other than the standard 6-sided ones can be
used to create variants of well-known dice games. For example, craps
could be played with other pairs of dice. However, in order to keep the
odds of winning approximately 50-50, it is necessary to change the
numbers which win at once (7 and 11 in standard craps), lose at once
(2, 3, 12), and point numbers (4-6, 8-10). Interesting variants
of
Yacht, Five Thousand, and Solitaire Dice or Can't Stop could also be
played with dice other
than the standard ones. For example, 8-sided Solitaire Dice could
be played, allowing four instead of three single numbers to be used,
and using the following scoring values:
100
80 70 60 50 40 30 20
2 3 4 5 6
7 8 9
16
15 14 13 12 11 10
Chase -- invented by Tom Kruszewski (reviewed in WGR7, p23)
Duell -- Lakeside, 1976
Freez! -- Judith Lahore, Freez Games, 1993
Genius Attack -- Invicta
6-Dice -- invented by Jr. A.N. Verveen, 1988, Leiden, The Netherlands
10x10 board, 10 dice per side (2-handed), 6 dice per side
(4-handed)
Tonobeb -- invented by Bruce Hollock, published in Gameplay magazine,
1:1, Feb 1983
Moonstar -- invented by Alex Randolph, published 1981 by Avalon Hill
(based on the earlier Corona, published 1974 by Kosmos; later published
under other names)
Domino Puzzles
Quadrilles -- Édouard Lucas
Multiplication Problems
This is a multiplication problem rendered in dominoes. So far I have not been able
to find a 5x5 solution.
The Mechanisms of Domino Games
There are hundreds of recorded variants of dominoes, most of which are folk games, so the rules (and names) vary somewhat from source to source. The majority of games are in the large family of block and draw games (including point games), where players start with a hand of tiles, and the main objective is to get rid of all of your tiles by matching ends to open ends on the board. A detailed taxonomy originally devised by Joe Celko can be found on John McLeod's Pagat website: this includes novel features of newly invented games which break away from the standard games. We summarize the main elements of traditional games here.Initial distribution of tiles
Most games are for two to four players, either
individually (round) or in two partnerships. The tiles are
placed face down on the table and mixed. Players initially
draw an equal number of tiles, depending on the game, with remaining
tiles, if any, forming a boneyard (equivalent to a stock in card
games). In block games, there is
no boneyard; either all of the tiles are distributed, or those not drawn are out of play for the whole deal.
Objective
The normal objective in the large family of block and draw games is to go out (play all your tiles before the opponents, also called going domino). In point games,
another objective is to score points by creating certain patterns on
the board (e.g. in Muggins/Fives, to make a play that makes the sum of
the free ends a multiple of 5, or in Bergen, to match two or more free
ends).
Initial Play
Usually the first play (e.g. Block or Fortress) is made by the
player holding the highest double; less often the tile with the largest
pip count (referred to as heaviest).
Some games instead draw for first play at the start (each player draws
one tile: the heaviest goes first, and the drawn tiles are returned and
remixed before players draw their initial tiles), and the first player
can start with any tile. In some games the largest double in the
set is
played (by anyone) before players select tiles. Play is
almost always in clockwise rotation (to the left).
Scoring
In the most common scoring system, the player who goes out first
scores the total of all the pips on the tiles still held by the
opponents. If all players are blocked, the player holding the
lightest hand (fewest total pips, or lighest individual tile in the
case of a tie) scores the total of all opponents minus their own
total. A game may be played to a target score, or for a fixed
number of deals (rounds).
See the description of All Fives and Bergen below, the two most common point games, in which points can be scored in play, as well as at the end of each deal.
Tricktaking Games
The tiles are divided into suits, with doubles belonging
to one suit and non-doubles belonging to two.
The
most popular is Texas 42, a four-handed partnership bidding game: this is a complex tricktaking game
in which 6-4 and 5-5 score ten points each; 5-0, 4-1, and 3-2 score
five points each, and each trick taken scores 1 point, for a total of
42 points per deal. See the Bibliography for several books
on the strategy of bidding and play.
Solitaires
Most domino solitaire games are adaptations
of card solitaires; packing is sometimes replaced by normal edge
matching.
Summaries of the most common block and draw games
BlockFortress
A simple block game (unrelated to the
well-known card solitaire) with
a double-six or double-nine set, and 3-6
players. In the three-handed (double-six) game, each player draws
9 tiles. The player with the 6-6 plays first, then draws the last
tile (so the boneyard is empty). Doubles are played
sideways, and are spinners: they can be matched on all four
sides, so there can be many free ends. A player who cannot play
passes. When a player
goes out, score as normal. Accounts of this game vary, and some
sources seem to confuse it with Sebastopol (at least one source gives Sebastopol and Fortress as alternate names for
the same game).
Maltese Cross
An elaboration of Sebastopol, in which the four ends branching from the
initial double must be matched with doubles on the next four plays,
after which play continues normally on the four ends.
Players who cannot play draw one tile, which they must play if
possible, or pass their turn otherwise.
Chicken Foot
Another game similar to Sebastopol, usually played with a double-nine
(or double-twelve) set, and played in a series of games in which the
first tile played is 9-9 in the first round, then decreases by 1 each
round, with the tenth round starting with 0-0. The intitial
double must be matched four times before any other plays are made (as
in Sebastopol). Players who cannot play draw one tiles and play
it or pass. Each subsequent double played to one of the
four lines must be matched three more times before any other plays are
made: first in the middle of the long edge, then twice at 45 degrees,
forming the shape that gives the game its name (picture above). Scoring is
negative, as in the card game Hearts: when a player goes out, they
score zero for that deal (unless they went out with a double, which is
a 50-point penalty), and each of the players scores the sum of the pips
on their remaining tiles (but 0-0 counts 50 points), and the lowest
score after ten rounds wins. Some sources credit Louis and
Betty Howsley with inventing Chicken Foot in 1986, but it seems to have
many variations.
International Dominoes
A four-handed partnership version of Block, one of the most popular
worldwide variants. It is played two against two with each player
drawing 7 tiles (so there is no boneyard). If any player
draws five or more doubles, they may call for a redeal (in some
versions, this is mandatory). Doubles are not spinners and
there are only two ends in play. A player who cannot play passes,
but you must play if possible. When a player goes out, their
partnership scores the total of both opponents' tiles, disregarding the
partner of the player who went out. If a deal is blocked,
the side with the lowest total scores the total of the opponents,
regardless of their own total. Most commonly the game is
played to 100 points. Rules for the first play vary: Anderson and
Varuzza specify that the first deal is always started by the player
with 6-6, who plays it. First play rotates to the left on
subsequent deals; the player playing first must start with a double if
possible. Lugo specifies that players draw to determine who
starts the first deal, and allows any domino to be played.
Pagat
gives a number of different variants (some regional variants gives
first play on each deal to the winner of the previous
deal). One set of international rules specifies drawing for
first play, and allow any tile to be played first.
The winning team in each deal scores all of the unplayed pips
(including the partner of a player who goes out), and the game is
played to 200 points.
In the version called Milo,
popular in Africa and Indonesia, the team winning each deal (by having
a player go out or by having the lowest total if the game is blocked)
scores one point, but if a player goes out and leaves both playable
ends with the same number (cf. Bergen below), their team scores two
points. First team to 5 points wins.
All Fives (Muggins, Five-Up, Fives, Sniff)
Another of the most popular games is
a scoring game, where any play which makes the sum of the playable ends
a multiple of 5 scores that many points for the player who played
it. See the books by Armanino and Palmer for more details and
strategy. Any tile can be played to start; the first double
played is a spinner, while subsequent doubles are not, so there are at
most four playable ends.
In Fives and Threes, popular in Great Britain, any total which is a multiple of 3 scores 1 point for each three (3 points for 9, 4 for 12, etc.) and the same for multiples of 5 (2 points for 10, 4 for 20); a total of 15 scores 8 points (5 for five 3's and 3 for three 5's).
Bergen
There are various rules for this, particularly in how the winner of a
blocked game is determined. It is played by two to four
players, drawing six tiles each (5 for four players). Play
starts with the lowest, not highest, double (or the lightest tile if no one has a double). Doubles are not spinners; there are only two free ends. A player who cannot play must draw until they can play, or until
the boneyard is reduced to two tiles (which can never be drawn). A play which makes both free ends show the same number (including the initial play of a double) is a doubleheader
and scores 2 points. Playing a double at either end of an
existing doubleheader, or matching a double at the other end, is a
tripleheader, and scores 3
points. Going out scores 2 points, as
does having the best hand in a blocked game (usually the lightest hand;
several sources have unnecessarily complex rules involving
doubles). Some sources only give 1 point for winning a
blocked hand; some also only give 1 for going out. Usually
played to 15 points for two players, or 10 points for three or
four. If you are 2 or 3 points from victory, you cannot win with
a doubleheader or tripleheader (they only count 1 point each if you are
two away, or 2 if you are three away, putting you 1 point shy in either
case).
Puremco (now The American Domino Company), in business since 1954, is one of the world's leading domino
manufacturers. They make a variety of sets up to double-18,
in many colors and styles, including personalized sets, plus cases,
playing boards for some of the more recent variant games, and other
accessories.
Cardinal Industries is a manufacturer of board, card, and dice games, including domino sets.
Dice Games
Arnold, Peter, editor -- The Book of Games, 1985, Exeter, 256 pp., ISBN
0-671-07732-5
Pages 79-80 cover Dix Mille.
Jacobs, Gil -- World's Best Dice Games, new edition, 1993, Hansen,
213 pp., paperback, no ISBN, $6.95
Pages 80-90 cover Five Thousand (Zilch or Farkle) and Ten
Thousand. This is a revised edition of Jacobs' 1981 book,
with a good bit of new material. Both editions contain
descriptions of some folk variants of Liars Dice (mostly simplified
versions, and none with the ingenious features
of Richard Borg's
game). The revised edition also contains rules for Dudo, a South
American folk version which probably gave rise to Perudo (which is also
mentioned briefly).
Mohr, Merilyn Simonds -- The Games Treasury,
1993, Chapters, 351 pp.[P],
ISBN 1-881527-23-9, $19.95
Pages 103-104 cover Farkle.
Scarne, John -- Scarne on Dice, Eighth Revised Edition, 1980, Crown,
496 pp., hardback, ISBN 0-517-541246, $14.95
The bulk of the book covers Craps and other gambling games. Yacht
and its Puerto Rican cousin Generala
are covered on pp.
364-368. Scarney's own invention Scarney Dice is covered in
Chapter 17 (pp. 370-394), followed inexplicably by three of his card
game inventions.
Scarne, John -- Scarney Dice, 1969, John Scarne Games, 84 pp.,
spiralbound
40 dice games designed for a special set of dice with the word dead
marked on two sides where 2 and 5 would normally be.
Vancura, Olaf -- Advantage Yahtzee, 2001, Huntington Press,
154 pp., paperback, ISBN 0-929712-04-8, $6.95
A computer analysis of Yahtzee, concluding that the average score with
optimal play is 254.6.
"Spots Before The Ice", Games & Puzzles 54, November 1976, pp.
14-15 (Dix Mille)
The Cosmic Wimpout page,
the company's official home page, includes various links, including an
FAQ.
Armanino, Dominic C. -- Dominoes : Popular Games, Rules, and Strategy,
1977, Simon and Schuster, 176 pp., hardback (1987, Fireside, paperback)
Survey of many standard games (including Five-Up, Seven Rock, Muggins,
and Bergen), plus a variety of blocking, round, and bidding
games. Reprinted in 1978 by Sterling (128pp., hardback), omitting
the chapter on bidding games.
Kelley, Jennifer A. -- Great Book of Domino Games, 1999, Sterling, 95 pp., paperback, ISBN 0-8069-4259-2, $6.95
Collection of games for two or more players, including modern
games like Mexican Train and Chickenfoot not found in older books.
Includes original games contributed by various inventors like David
Galt, some of which use special tiles added to the regular set.
There is also an assortment of solitaire games, and some games using
the 32-tile Chinese set.
King, Tom -- Popular Domino Games, n.d., Foulsham, 64pp., paperback
Rules for 19 common domino games. Bookseller lists give a
publication date of 1950, but that may be a reprint; the same author's book on patience was published in 1920.
Lankford, Mary D. -- Dominoes Around the World, 1998, 40pp., paperback, ISBN 0-688-14051-3
Lewis, Victor T. -- Domino Games, 1971, 1980, Puremco, 56pp., paperback
Rules for seventeen games, including matching/blocking games, bidding
games, and children's games, plus a brief history, a section on general
strategy, and a glossary.
Milton Bradley -- Dominoes, 1970, 2 pp. leaflet
Rules for five games, included with MB's Dragon Dominoes, one of the first double-12 sets.
Müller, Reiner F. -- Dominoes, Basic Rules & Variations, 1995,
Sterling, 95pp., ISBN 0-8069-3880-3 (translation of Spielend Domino
Lernen, 1987 [German])
Rules for about 19 standard domino games, plus puzzles, solitaires, and games for children.
Musante, Michael -- Pai Gow, Chinese Dominoes, 1981, GBC Press, 78pp., paperback, ISBN 0-89650-815-3
Description of a casino game played with the set of 32 Chinese dominoes.
Newsome, Travis -- Dominoes Game Night: 65 Classic Games to
Entertain and Excite, 2023, Black Dog & Leventhal, 259pp.,
hardback, ISBN 978-0-7624-8123-1, $23.00
An opening section on history and strategy, followed by a
wide-ranging survey of games divided into bidding, blocking, Asian,
scoring, and solitaire. Curiously spends 13 pages on games
played with a Cardomino set of 54 playing card dominoes, which could be
used to play virtually any card game.
Clarke, R.J. -- Domino Games, 50 Different Game Variations,
2016, Clarke, 109 pp., paperback, print on demand, ISBN 978-1530176151,
Rules for both well-known and (probably) original games, with very brief strategy notes, illustrated in black and white.
Perkins, Bill -- Dominoes Plus, 2001, iUniverse, 236pp., paperback, ISBN 0-595-20576-3, $14.95
Collection of over 100 games, mostly the author's own
inventions. Many games also use components from board
games, dice, and playing cards. The author prefers using a
set of dominoes with all of the non-doubles repeated (so a double-9 set
contains 100 tiles instead of 55).
Sackson, Sid -- A Gamut of Games, 1969, Castle Books, 1992, Dover, 210 pp., paperback, ISBN 0-486-27347-4, $6.95
See the Board Games Bibliography for more about the book as a whole. One of the original games by Sackson is The Domino Bead Game, inspired by Herman Hesse's Das Glasperlenspiel
(also known as Magister Ludi). This has a mechanism unlike any
traditional domino games, and was generally well-received by the
abstract game community. The book is still in print from
Dover.
Windham, Shane -- Table Games, 2013, Windham, 73 pp., paperback, ISBN 978-1475100785,
Domino Games (pp. 39-48) describes eight of the author's original games. No illustrations.
Puzzles (mostly)
Berndt, Frederick -- The Domino Book, 1974, Thomas Nelson, (Bantam, paperback), 195 pp.
Brief rules for 20 common games are given on pp. 7-36. Ten
solitaire games are described on pp. 37-51. The remainder of the
book covers puzzles, with solutions given for all.
Leeflang, K.W.H. -- Domino Games and Domino Puzzles, 1975, St.
Martin's, 162 pp., hardback (translation of Dominospelen en
Dominopuzzels, 1972 [Dutch])
The first 26 pages give rules for a dozen or so games and variants. The remainder of the book covers domino
construction puzzles. Some of the puzzles are magic
squares, others are arrangements of the double-six set so that
half-dominoes with the same number are all in groups of four, either in
a line, or in a square (the Quadrille puzzle named and studied by
Edouard Lucas).
Planet Dexter -- Dominoes, 1996, Scholastic, 48 pp., paperback, ISBN 0-590-97224-3
Children's book on domino activities, including a few games.
Strategy Guides for Individual Games
Badum, Jody, and Richard Hay -- Texas42: Zero to Hero, 2023,
Southpaws Playschool, 98 pp., paperback, ISBN 978-0-9978269-4-4, $9.95
Mack, Keith -- Texas 42 State Domino Game, Mack, 94 pp., paperback, ISBN 979-8-218-32902-0, $14.95
Roberson, Dennis -- Winning 42: Strategy & Lore of the National
Game of Texas, 5th edition, 1997, 2000, 2004, 2008, 2020, Texas Tech
University Press, 187pp., paperback, ISBN 978-1-68283-057-4, $18.95
Websites
McLeod, John -- Pagat
Huge collection of card games, including a page indexing rules for more than 150 domino games.
Spaans, Teun -- Domino Plaza
Long-running site with rules for many domino games and puzzles.
Portions of the section on Ten Thousand appeared in WGR4
(pp.8-9,
February 1985), WGR5
(pp.23-24, September
1985), WGR8 (p.35, July 1988), and WGR13 (pp.22-23, February
1998). The original version of the section on Can't Stop
appeared in WGR6 (pp. 33-34, September 1986).
Most recently edited on August 31, 2024.
This article is copyright
©2024 by Michael Keller. All rights reserved.