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Dice Baseball

This game allows a simple and easy way to play a game of baseball by yourself, with another person, or with a group of friends. While it helps to have a good knowledge of the game of baseball, or at least the basics, even beginners should be able to understand how the game proceeds.


Game Play

The visiting team "bats" first in the "top" of each inning. The home team bats in the "bottom" of each inning. Each team bats in their half-inning until they have three outs.
 

At-Bats

Whichever player represents the Visiting team goes first. Place one color playing PEG at home plate (if you wish). This now represents the batter. A roll of the dice simulates an "at-bat" and the dice graphic legend at the bottom of the board will show what the result of the at bat will be. For example, if the player rolls a TWO and a FIVE the baseball result is a SINGLE. Move the peg to 1st BASE and then move another peg (batter) to HOME PLATE.
 

Roll the dice again. Move the players according to any offensive results. Use the RUNS pegs to keep track of any runs that are scored and use the OUT peg to track any outs that happen.

A detailed description of each result and possible dice roll option is provided below.

Once a team reaches three outs, reset the player pegs and out pegs, change the inning peg and then it is the other team's turn.

If any players are in scoring position and it is the THIRD out of the inning, the inning is over. NO RUNS COUNT.

Proceed like this until the game ends in the standard baseball way, either after the top of the ninth inning if the home team is winning, the end of the ninth if the visiting team wins, or if the home team takes the lead then, or play extra innings as needed.
 

DICE ROLL RESULTS and OPTIONS

 (Two Ones) HOME RUN - The batter hits the ball out of the park! They score a run and any players who were on base, also score.

 (One and a Two) DOUBLE - The batter advances to second base. Any players on second or third base will score. A player on first will advance to third.

 (One and a Three) FLY OUT - The batter hits a fly ball that is caught. No runners advance. The batter is OUT.

 (One and a Four) WALK - The batter receives a base on balls and advances to first base. Any runners who are "forced" to move up because of this, will also advance one base. If all three bases were occupied (bases full), the runner on third scores.

 (One and a Five) POP OUT - The batter hits a pop-up that is caught by the opposing team. No runners advance.

 The batter is OUT. POP OUT - The batter hits a pop-up that is caught by the opposing team. No runners advance. The batter is OUT.

 (One and a Six) SINGLE - Runners Advance 2 - The batter gets a one-base hit and advances to first base. Any runners on base will advance TWO bases. Any players on second or third base will score. A player on first will advance to third.

 (Two Twos) DOUBLE PLAY - The batter hits into a double play. Both the batter and ONE other base runner are OUT. If more than one base runner is on base, typically the second out will be the base runner who had advanced to the farthest base. Example: If bases are loaded, both the batter and the runner who was on third would be out.

Situations:

• If NOBODY is on base, a double play is not possible, so simply count this as the batter being OUT.

 (Two and a Three) GROUND OUT (FORCED OUT) - Batter hits a ground ball that results in the lead runner out if forced to advance. See situations below for possible results (change these rules if you wish, as long as they still make baseball sense):

 Situations (note these rules are slightly different than ground out rules under the roll):
• Runner only on second and third base, or only on second base, or only on third base...the batter is OUT and these runners do not advance. They were held by the defense.

• Nobody on base - batter is OUT.

• Runner on first Base - runner is "forced" out at second base. Batter advances to first base on what is called a "Fielder's Choice"

• Runners on first and second base - runner on second base is "forced" out at third base. Batter advances to first base on what is called a "Fielder's Choice." Runner on first base advances to second base.

 • Bases loaded - runner on third base is "forced" out at home plate. Batter advances to first base on what is called a "Fielder's Choice." Runner on first base advances to second base. Runner on second base advances to third base.

 (Two and a Four) STRIKE OUT - The batter is out on three strikes. No runners advance.

 (Two and a Five) SINGLE - The batter gets a one-base hit and advances to 1st base. Any runners on base will advance ONE base ONLY. Any players on third base will score. A player on first will advance only to second.

 (Two and a Six) STRIKE OUT - The batter is out on three strikes. No runners advance.        

         

 (Two Threes) WALK - The batter receives a base on balls and advances to first base. Any runners who are "forced" to move up because of this, will also advance one base. If all three bases were occupied (bases full), the runner on third scores.

 (Three and a Four) TRIPLE - Runners Advance Home - The batter gets a three-base hit and advances third base. Any runners on base at the time will score.

 (Three and a Five) GROUND OUT (BATTER OUT) - Batter hits a ground ball that results in batter out and everyone advancing. See situations below for possible results.

Situations (note these rules are slightly different than ground out rules under the rules):

• Runner on first Base - runner advances to second base. Batter is OUT

• Runners on first and second base - runners advance ONE base, batter is OUT.

• Bases loaded - runner on third base SCORES (unless the out is the third of the inning). Batter is out. Runner on first base advances to second base. Runner on second base advances to third base.

• Runners on second and third base - runner on third base SCORES (unless the out is the third of the inning). Batter is out. Runner on second base advances to third base.

• Runner only on third base - runner on third base SCORES (unless the out is the third of the inning). Batter is out.

• Runner only on second base - Batter is out. Runner on second base advances to third base.

 (Three and a Six) FLY OUT - The batter hits a fly ball that is caught. No runners advance. The batter is OUT.

(Four and a Four) WALK - The batter receives a base on balls and advances to first base. Any runners who are "forced" to move up because of this, will also advance one base. If all three bases were occupied (bases full), the runner on third scores.

(Four and a Five) POP OUT - The batter hits a pop-up that is caught. No runners advance. The batter is OUT.

(Four and a Six) STRIKE OUT - The batter is out on three strikes. No runners advance.

(Two Fives) DOUBLE - The batter advances to second base. Any players on second or third base will score. A player on first will advance to third

(Five and a Six) SACRIFICE FLY - Runners Advance 1 - The batter hits a fly ball that is caught and he is OUT. Any runner on base will "tag up" and advance one base, including a runner who is on third, who will SCORE (unless this is the third out of the inning, in which case runners do not advance and the inning is over).

Situations:

• If nobody is on base, no runners can advance, so this simply counts as a fly out.

(Two Sixes) HOME RUN - The batter hits the ball out of the park! They score a run and any players who were on base, also score.

Frustration Rummy

OBJECT OF THE GAME: 

Be the first to complete all contracts as listed on the board.

PREPARATION:

For 2 to 8 players

2 Decks of Cards including Jokers

Deal 13 Cards to each player

Place the rest of the deck in the center of the table to make a draw deck and flip one card over to form a discard pile.

Jokers and 2’s are wild cards. Aces can be high or low for runs.

RULES:

All players must attempt to complete the 14 contracts in order of how they are listed. A player may only complete one contract per round.

Starting with the player to the left of the dealer and continuing clockwise each player may either draw the top card of the deck or the top card of the discard pile.

If the deck runs out reshuffle the discard pile except for the top card and make a new draw deck.

The player who played first will become the dealer for the next round.

If a player has all of the cards to complete a contract they may lay them down on their turn.

You may never have more wild cards then natural cards in a contract set or run. For example for a set of 3 you could have two fives and Joker but not 2 Jokers and a 5. 2’s are always wild. If you were making a run of A, 2, 3, 4 the 2 would be considered wild for purposes of not more wild than natural cards.

EXCEPTION: If a player is lucky enough to have a set of all 2s or all Jokers, they may be laid down as a set.

For Runs they must all be of the same suit.

When you have completed all your moves you must discard a card.

Ending a Round:

A Round ends when one player goes out. They have completed their contract and laid down all their cards and have one left for a final discard.

After a player has completed their contract they can get rid of the extra cards in their hands by adding to the table.

They may make extra sets of 3 or more

They may make extra runs of 4 or more

They may add to a existing set of their own or of a opponent that has already completed their contract. Example: Player 1 has a 5 in their hand, Player 2 has completed their contract and has a set of 5’s on the table. Player 1 may add his 5 to players 2’s set of 5’s.

They may add to a existing run of their own or of a opponent that has already completed their contract.

Example: Player 1 has the 5 of Diamonds, Player 2 has a run of the 6,7,8,9 and 10 of Diamonds. Player 1 may add his 5 of Diamonds to the end of the Player 2’s run.

They may play wild cards to any sets or runs as long as it does break the rule of more wild cards to natural cards for the run or set.

Once a player has gone out the round ends. Any players that have met their contract move on to the next contract. Any players that have not met their contract remain on their current contract.

First player to go out on contract 14 wins.

Pegs and Jokers

OBJECT:

To move all five pegs, clockwise around the board, from your START position to your HOME position. First player (or team) to have all their pegs in the HOME position wins the game!

Players: 2 to 8 Players. Each player uses 1 game paddle and selects a peg color. Pegs are placed in your START position to begin (Figure 1). If playing teams, divide 8 players into 2 teams of 4 players, or 4 team of 2 players and use 3 decks of cards including the jokers. 4 players have 2 teams of 2 and 2 decks with jokers. 2 players use 4 paddles, 1 deck and remove the jokers.

Dealing: Shuffle the cards including the jokers. Each player is dealt 5 cards face down. Remaining deck is placed face down in the center. Discards are shuffled and placed at the bottom of the draw pile as the pile is depleted.

                                                  CARD VALUES:                                                

  • Ace moves forward 1 space –or- brings a peg out from START.

  • K, Q or J moves forward 10 spaces –or- brings a peg out from START.

  • 2,3,4,5,6,9,10 moves forward face value of the card.

  • 7 moves forward 7 spaces or splits between 2 pegs to total 7 spaces forward.

  • 8 moves ONLY backwards 8 spaces.

  • Joker – 2 pegs MUST be moved. You may take a man from your START or any other peg of yours in play and bump (replace) another player. Your opponent’s man is sent to his START to start over. If playing teams, your team’s man goes to the entrance of his home position (Figure 3-red dot).

To Play: Player to the left of the dealer starts the game. If he has an Ace or face card in hand, he brings a man out of his START to his starting position (See figure 3-green dot), discarding the card used and draws a new card. If he is unable to bring a man out, he discards a card from his hand, draws a new card and waits for his next turn. On his next turn, if he has a man in a playing position, he moves forward or backwards the appropriate number of spaces, discards that card and draws a new card. You must discard a card and draw a new card each turn. You must use the full count of the card played. You must move if you have a play (even if this means moving past your home if you can’t move a different peg or move that one if you do not have a small enough card). You cannot jump over your own man.

If your man moves forward or back and lands on the space occupied by your team’s man, that man is bumped to the entrance of his HOME (see Fig 3-red dot). If you bump your opponent’s man, he returns to his START and has to begin again.

You must use the exact number of spaces to move into HOME (Fig 2), except when using a 7. You cannot jump your own man to move further into your HOME. Once a man is in his HOME position, he is HOME and can’t be bumped. You cannot back into HOME. IF moving backwards, go past HOME then forward into your HOME until your next turn. When entering the HOME position, if your only move is for more spaces that what’s in HOME, you cannot enter HOME and must go around the board again! When playing in teams, you first must get all your pegs into HOME, and then you can help your teammate on your left. Once all his men are in his HOME, then you help the teammate to the left again. First team to have all their men in their HOME’s wins!!

Front Runner / Horse Racing

From the deck of cards, discard the Aces, Kings, and Jokers, leaving you with 44 cards. Shuffle and deal these cards. Each player will not necessarily receive the same number of cards.

Place the horses at the starting gate. Four horses must be eliminated, or “Scratched” before the race starts.

To do this, the player to the left of the dealer rolls the dice, and the total on the dice is the first horse to be scratched. That horse is moved back to the first line. For example, if a three and a five were thrown with the dice, a total of eight, then horse number eight would be moved back to the first line. All players would then check their cards and pay five cents or 1 chip for each number eight card in their hand. The eights are then discarded.

The next player then rolls the dice for the second scratch. That horse moves back to the second line and costs ten cents or 2 chips for each of those that you have in your hand. Continue with the third and fourth scratch, moving to the fifteen or 3 chips and twenty cent lines or 4 chips, respectively. Paying the designated amounts and discarding the scratched cards accordingly. If you shake the number of a horse that is already scratched, you pay the amount on that horse’s line, and pass the dice to the next player.

The horses now remaining at the gate are ready for the race to start.

The next person to roll the dice totals them and moves that horse forward one space. However, if the total on the dice is that of a scratched horse, then that player must pay the amount which that horse is standing on.

Play continues around the table, until one horse reaches the finish line!

Your cards are your shares of each horse in the race. If horse number nine should win the race, and you have no nines in your hand, then you’re just plain out of luck. On the other hand, if you were to have two nines in your hand, you would win half the pot!

Each card with the winning horse’s number wins 25% of the pot.

After the pot has been divided, the cards are passed to the next player, and you can begin the next race.

A pair of ones on the dice would be a #2 horse.

A Jack is equivalent to 11.

A Queen is equivalent to 12.

Object: To get to 10,000 points first.​

To Play: Decide who goes first by rolling one die, whoever has the highest number goes first.

You need 1,000 points to meld (open).

You need a 1 or 5 to keep rolling. Ones are worth 100, Fives are worth 50.

Other dice combinations with point values:

6 of a kind = 3000 points

5 of a kind = 2000 points

2 sets of 3 of a kind = 2500 points

3 sets of 2 of a kind = 1500 points

4 of a kind and 2 of a kind = 1500 points

4 of a kind = 1000 points

3 - 6's = 600 points

3 - 5's = 500 points

3 - 4's = 400 points

3 - 3's = 300 points

3 - 2's = 200 points

3 - 1's = 1000 points

If you have melded and someone stops rolling to secure their points, you can keep rolling on their roll or to start over rolling all 6 dice. 

Example: They have 1100 points and have 2 dice left to roll. You roll the 2 dice and you get a 1, you now have 1200 points and you can decide to roll the last dice or stop and write the points down. This continues until someone doesn't get points or the next player chooses to start from scratch.

First person to 10,000 points win. 

Once the first person reaches 10,000 points everyone gets one more turn.

Dice Game

Kaiser

A standard deck will need to be modified. The deck is composed of 7s, 8s, 9s, 10s, Jacks, Queens, Kings, and Aces. Except the 7 of spades is replaced with the 3 of spades, and the 7 of hearts is replaced with the 5 of hearts.
The first dealer is chosen at random and passes to the left for each new deal. The dealer will shuffle the deck and deal each player, one card at a time, clockwise, a hand of 8 cards. if a player receives a hand that has no ace, face cards, or either the 3 or 5, they may call for a re-deal. The same dealer shuffles and deals again.
 
The card ranking is Ace (high), King, Queen, Jack, 10, 9, 8, and 7/5/3 (low). The 3 of spades and 5 of hearts are special and have a value attached to them. If won in a trick, the 3 of spades is worth negative 3 points, and the 5 of hearts is worth 5 points.

After players receive their hands, a round of bidding starts. Players are bidding how many points they will be contracted to win in the round so that they can call the trump suit of the round.
Each player has one chance to make a bid and may state a number or pass. this starts with the player to the dealer’s left. The minimum bid is 6 and the maximum is 12, and you will either call a trumps suit or no-trumps. A higher number of points outbids a lower and a call of no-trumps outranks the same number of points but with a suit called.
When bidding you must bid higher than the current highest bid. The dealer however may choose to equal the highest bid when they bid and win. If all players pass, however, the dealer must make a bid of at least the minimum.

The game is started once bidding has ended. The winner of the bid calls trumps (or no-trumps if that was the bid) and starts the game by leading the first trick. Clockwise following players will also play to the trick. When following you must follow suit if able; if not able to though you may play any card, even trumps.
The trick is won by the highest trump, if applicable. If no trumps were played the trick is won by the player who has the highest card of the suit led. The winner collects the trick for scoring and leads the next trick.

Once all tricks have been played and won scoring can begin. Both teams score their tricks. you receive 1 point for ever trick you win and 5 additional points for winning the 5 of hearts. You lose 3 points if you have won the 3 of spades.
If you are the bidding team and scored at least however many points as you bid, you score your total number of points to your cumulative score. This is doubled if you bid no trumps. If you did not earn as many points as you bid however, you lose that many points. this is also doubled if no-trumps were called.
If you are the opposing team to the bidders, you will score your points to your cumulative score unless your cumulative score is 45 or more points. In this case, you cannot earn more points without being the bidding team. You do, however, still lose points for having the 3 of spades.
It is possible to have a negative score.

The game ends when a team scores 52 or more points. They have won.

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