Sixes is a game of luck, speed and strategy created by Juspera Spintari.
Here you will find instructions followed by a quick reference guide.
Sixes requires three or more players and a pair of dice, and works best at a table. Participants must decide how high the stakes for the game will be -- in tens, hundreds, thousands, or hundreds of thousands of silvers. This determines the "multiplier" for the game. For instance, players wishing to have a nice friendly game may choose to play with a multiplier of 100, and need bring no more than 5,000 coins each to the table.
The second item to be decided is the amount of the "starter pot." The starter pot is the roller's investment in his or her own rolls. 5 times the multiplier is standard, but adjusting it from 5 will sway the odds more in favor of the roller or the betters, per the players' preference. Like the multiplier, this amount is decided for the entire game.
Players take turns being the roller. When the roller takes control of the dice, his or her first action is to drop the previously decided-upon starter pot.
The second action is to call out the "number up": the number up begins at 1 and, assuming the roller does not win, lose or pass beforehand, progresses all the way through 6.
When a new number is up, the roller calls it out. He or she may do this by simply saying "One!" but may also disguise the number in a sentence: "Anyone want to hunt after this?" (Reasonable homonyms are also acceptable, such as "I won that last game.")
Any who wish to get in on the betting this turn must hit the table. The player who hits FIRST after the call-out is in on the betting; this is known as "winning a table-pound." Note that only one person can win any single table-pound; if that person is already in the betting, then new betters are effectively shut out until the next. Any player who has won a table pound is now "stuck" in the betting for the rest of the turn.
After the table-pound, all those in the betting must drop coins equal to the multiplier times the number up. The roller then rolls the dice. He or she is trying NOT to roll the number up.
If the number up is (for instance) 3, and a 3 shows on either die, the roller loses and the pot is shared among the betters. If no 3 shows, the roller is safe, and may choose to either pass or proceed to the next number -- which in this example is 4, making 4 the new number up.
If the roller passes, the pot is shared between the roller and betters and the turn ends. If the roller proceeds, he or she calls out the new number up, starting a new table-pound.
The roller may win a turn in two ways. The first is by proceeding through 6 without ever rolling the number up. The second is by rolling double 6s on any turn (if the number up is 6, double 6s still win). On a win, the roller takes the entire pot.
The game ends when people get sick and tired of whoever keeps winning all the money being so bloody smug about it.
-=Order of Play=-
1. The roller takes the dice and drops the starter pot.
2. He/she calls the number up.
3. Players wishing to bet hit the table.
4. Any who have won a table-pound during this roller's turn MUST drop their bets (the number up times the multiplier).
5. The roller rolls the dice, and follows "Outcomes" below.
6. After rolling, assuming the roller has not won or lost, he or she may pass.
7. If the roller does not win, lose, or pass, the number up increases.
Go to step 2.
-=Outcomes=-
Number up a 1-5, didn't show - No win, no loss - Roller may call out the next number or pass.
Number up a 6, didn't show - Roller's win - Roller takes the pot.
Number up shows, either die - Roller's loss - Pot is shared among all betters.
Double 6s show - Roller's win - Roller takes the pot.
Roller passes - No win/loss - Pot is shared among betters and roller. Can only be done after a non-winning, non-losing roll.
After any win, loss or pass, control of the dice moves to the next person at the table.
Enjoy Sixes!