| How To Play S***head | | | | |
| | | | The dice are concealed with the lid and |
| This game is currently being played all over | | | | carefully passed to Player Two, who now also |
| the world by students, backpackers and | | | | has three options. |
| inmates, and requires a pack of card for | | | | |
| every two people playing i.e., one pack of | | | | * Believe Player One, in which he has to roll |
| cards for two players, two packs for four, | | | | either the same or higher without looking. |
| etc. The object of the game is to be the | | | | |
| first person to get rid of all their cards. | | | | * Call Player One a liar, and look at the |
| The last person to do so is the sh**head (or | | | | dice to see if he was right. If the dice was |
| silly-billy if you're playing with children | | | | lower than Player One announced, Player One |
| under 12). | | | | loses a life. However if it was equal or |
| | | | higher, then Player Two loses a life. |
| How to Start | | | | |
| | | | * · Pass the dice without looking to the |
| Deal three cards face down for each player, | | | | next player; this relieves Player One of all |
| then on top of them lay another three cards | | | | responsibility and the bluff is now on Player |
| facing up. Deal each player three cards to | | | | Two's shoulders. Player Three can now either |
| hold in their hand, then turn over the top | | | | call or believe the pass, or pass it on. |
| card of the pack to start the discard pile | | | | |
| off. Now the player to the left off the | | | | Each player must always match or beat the |
| dealer starts play, by laying down an | | | | previous value, or pass it on blind and take |
| equivalent, higher or power card. | | | | his chances. |
| | | | |
| Power Cards | | | | If the game continues all the way round the |
| | | | circle back to Player One, then he cannot |
| Aces are high. | | | | continue without raising the score. |
| | | | |
| 2 can be played at any time, and drops the | | | | When a player loses a life he must either |
| value of the discard pile back down to 2. | | | | lose a matchstick or turn his life dice up to |
| | | | show a five. The play then returns to the |
| 7 can be played at any time and changes the | | | | player who preceded him. |
| direction of play. | | | | |
| | | | Scoring |
| 10 can be played at any time; whatever is on | | | | |
| the discard pile is set aside for the | | | | Lowest come the numbers made of mixed dice |
| remainder of play and the player may take | | | | with the highest number always coming first, |
| another turn. | | | | e.g., 31, 54, 63 etc. Next come the doubles |
| | | | running from a low of 66 up to the highest |
| Rules of Play | | | | 11. Highest of all is Mia, or 21; nothing |
| | | | can beat this and if it is rolled or |
| 1. You must have a minimum of three cards in | | | | announced the losing player will lose two |
| your hand at all times until the stock pile | | | | lives. Thus the complete order of rolls runs |
| has gone. If you play one card you must pick | | | | like this, from lowest to highest |
| up another, if you play two, pick up another | | | | |
| two etc. If you have more than three cards in | | | | 31,32,41,42,43,51,52,53,54,61,62,63,64,65,11 |
| your hand you need not pick up another until | | | | 22,33,44,55,66,21. |
| you are back down to three again. | | | | |
| | | | Strategy |
| 2. You must always match or beat the value of | | | | |
| the card laid down by the previous player, | | | | This is much easier to play than it sounds; |
| otherwise you have to pick up and keep the | | | | just remember that you must either trust, or |
| whole of the discard pile. If this happens | | | | match and beat the player who came before |
| then the previous player gets another turn. | | | | you, so if you can't, lie, lie, lie!! Often |
| | | | the player who follows you won't want to risk |
| 3. If a 10 is played then the discard pile is | | | | losing a life by challenging you incorrectly |
| set aside for the remainder of the game and | | | | and thus will just take your call at face |
| the player takes another turn. | | | | value. Likewise, don't trust anyone else, |
| | | | there is always a good chance they're lying |
| 4. If you have more than one card of the same | | | | too! |
| value you can lay them down simultaneously; | | | | |
| if you can lay four cards of the same value | | | | 10,000 |
| down at once, then the discard pile is | | | | |
| permanently thrown out and you get another go | | | | This is another popular dice game; all you |
| (this discarding of the discard pile is quite | | | | will need is six dice, a cup and a pen and |
| handy, as then there are less cards for you | | | | paper for scoring. |
| to pick up if you can't manage to match or | | | | |
| beat the previous card). | | | | How To Play |
| | | | |
| 5. When all the cards in your hand are gone | | | | Each player rolls a die in turn; the one with |
| and there are no more to pick up from the | | | | the highest score goes first by rolling all |
| stock pile, you can then play your three top | | | | six dice. Each roll must end up with at least |
| cards. | | | | one scoring die or the go ends and the player |
| | | | loses all points accumulated in that turn. |
| 6. When you have exhausted these you can play | | | | |
| the bottom three. Obviously you are playing | | | | Player One rolls all six dice; after each |
| blind here as you don't know what they are | | | | throw he must score points in the form of |
| but this is the best bit as it can completely | | | | sets. If he wishes to collect these points he |
| turn the game around; if you can't play the | | | | sets these dice aside, then he can either |
| card you've turned over you have to pick the | | | | |
| discard pile up! | | | | * Roll the rest of the dice in order to make |
| | | | more sets, |
| 7. If you manage to get rid of all your cards | | | | |
| first then you've won! If not, then you get | | | | * Or, if all his six dice are tied up in sets |
| called names all evening. | | | | he can throw all six again and keep scoring |
| | | | or |
| 8. Some people play a variation where upon | | | | |
| being dealt three cards into your hand at the | | | | * Pass the game over to the next player in |
| start at the game, you can swap any or all of | | | | the circle, if he thinks the chances of |
| them for the three cards facing upwards. This | | | | failure are too high and he might lose his |
| is the only time in the game you can do this. | | | | points. |
| | | | |
| Mia, or Mire | | | | The player's turn ends when he fails to score |
| | | | with a roll (thus scoring nothing), or when |
| This is a very old game which seems | | | | he passes play over. Sets cannot be put |
| complicated to explain, but is incredibly | | | | together; for example, if Sarah rolls and |
| good fun to play, based as it is on bluffing | | | | puts aside a 5, and then rolls three 5's in |
| and lying to your friends. Medieval | | | | her next roll, she can only count them as one |
| re-enactors particularly enjoy this game | | | | triple and one single, rather than |
| round a campfire when they've spent the | | | | four-of-a-kind. |
| evening doing the best part of a bottle of | | | | |
| mead and reliving their finest bruises. | | | | Scoring and Sets |
| | | | |
| You will need two dice, an opaque cup or | | | | 1 =100 Triple 6 = 600 |
| beaker with a lid (even a beer mat will do) | | | | |
| and a dice or 6 matchsticks for each player | | | | 5 =50 1,2,3,4,5,6, = 3000 |
| to record how many lives they've lost on. | | | | |
| | | | Triple 1 = 1000 3 pairs = 1500 |
| How to Start | | | | |
| | | | Triple 2 = 200 Four of a kind = 1000 |
| Players start with six lives, so turn their | | | | |
| dice with the six up. Player One rolls the | | | | Triple 3 = 300 Five of a kind = 2000 |
| two play dice in the cup, has a discreet | | | | |
| look, and then makes a decision based on the | | | | Triple 4 = 400 Six of a kind = instant win! |
| following three choices… | | | | |
| | | | Triple 5 = 500 Two triplets = 2500 |
| * Tell the truth and say what he has just | | | | |
| rolled, | | | | The first player to reach the 10,000 |
| | | | threshold wins, unless another player can |
| * Lie and say announce a greater value than | | | | beat him with their last remaining roll. Some |
| the one he actually rolled, or | | | | variations include that a player must reach |
| | | | at least 500 per turn in order to be "on the |
| * Lie and announce a lesser value (useful if | | | | table" and keep that turn's score. Others say |
| there aren't many players and there is a good | | | | that four 2's in a roll cancel that players |
| chance play will come around to him again). | | | | entire score. |