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