What toys ar good for your kids


Travel dice and card games for travellers

How  To  Play  S***head
The dice are concealed with the lid and
This game is currently being played all overcarefully passed to Player Two, who now also
the world by students, backpackers andhas  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 (ordice to see if he was right. If the dice was
silly-billy if you're playing with childrenlower 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 cardsresponsibility and the bluff is now on Player
facing up. Deal each player three cards toTwo's shoulders. Player Three can now either
hold in their hand, then turn over the topcall  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 theEach player must always match or beat the
dealer starts play, by laying down anprevious value, or pass it on blind and take
equivalent,  higher  or  power  card.his  chances.
Power  CardsIf 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 theWhen 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 theplayer  who  preceded  him.
direction  of  play.
Scoring
10 can be played at any time; whatever is on
the discard pile is set aside for theLowest come the numbers made of mixed dice
remainder of play and the player may takewith 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  Play11. 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 inannounced the losing player will lose two
your hand at all times until the stock pilelives. Thus the complete order of rolls runs
has gone. If you play one card you must picklike  this,  from  lowest  to  highest
up another, if you play two, pick up another
two etc. If you have more than three cards in31,32,41,42,43,51,52,53,54,61,62,63,64,65,11
your hand you need not pick up another until22,33,44,55,66,21.
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 thejust remember that you must either trust, or
whole of the discard pile. If this happensmatch 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 islosing a life by challenging you incorrectly
set aside for the remainder of the game andand 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 sametoo!
value you can lay them down simultaneously;
if you can lay four cards of the same value10,000
down at once, then the discard pile is
permanently thrown out and you get another goThis is another popular dice game; all you
(this discarding of the discard pile is quitewill need is six dice, a cup and a pen and
handy, as then there are less cards for youpaper  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 goneEach player rolls a die in turn; the one with
and there are no more to pick up from thethe highest score goes first by rolling all
stock pile, you can then play your three topsix 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 playingPlayer One rolls all six dice; after each
blind here as you don't know what they arethrow he must score points in the form of
but this is the best bit as it can completelysets. If he wishes to collect these points he
turn the game around; if you can't play thesets  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 ofthe circle, if he thinks the chances of
them for the three cards facing upwards. Thisfailure are too high and he might lose his
is the only time in the game you can do this.points.
Mia,  or  MireThe player's turn ends when he fails to score
with a roll (thus scoring nothing), or when
This is a very old game which seemshe passes play over. Sets cannot be put
complicated to explain, but is incrediblytogether; for example, if Sarah rolls and
good fun to play, based as it is on bluffingputs aside a 5, and then rolls three 5's in
and lying to your friends. Medievalher next roll, she can only count them as one
re-enactors particularly enjoy this gametriple and one single, rather than
round a campfire when they've spent thefour-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 or1  =100 Triple  6  =  600
beaker with a lid (even a beer mat will do)
and a dice or 6 matchsticks for each player5  =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 theTriple  3  =  300 Five  of  a  kind  =  2000
two play dice in the cup, has a discreet
look, and then makes a decision based on theTriple  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 thanbeat him with their last remaining roll. Some
the  one  he  actually  rolled,  orvariations include that a player must reach
at least 500 per turn in order to be "on the
* Lie and announce a lesser value (useful iftable" and keep that turn's score. Others say
there aren't many players and there is a goodthat four 2's in a roll cancel that players
chance  play  will come around to him again).entire score.



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