![]() ![]() Once a player has their ship, captain, and crew, they can choose to reroll either one or both of the cargo dice if they have any rolls remaining. Ship Captain Crew has several rules variants that you can use to modify your game as listed below. When starting the next game or round, the player to the right (counter-clockwise) of the previous starting player becomes the new starting player. ![]() Usually multiple rounds, or games, are played. If playing for stakes, the winner receives the entire pot. If played as a drinking game, everyone except the winner must then drink. In case of a tie, all tied players take one additional turn each until a single winner is determined. Once all players have had a turn, the player with the highest score is the winner. These add up to 10 so this is Emily's final score. However, Emily decides to take a risk since she has one roll remaining and she rolls the two dice again to try and roll higher than an 8. The other dice, the 6 and the 2, add up to 8, which she could keep as her final score. Since she previously rolled a 6, she can keep the 5, and since she now has a 5 she can also keep the 4. So she sets the 6 aside and picks up the remaining four dice and rolls them again. She can keep the 6 (the ship), but cannot keep the 4 (the crew) since she has not rolled a 5 (the captain) yet. On Emily's first roll of the dice, she gets 6, 4, 2, 2, 1. If they choose to reroll, they must keep the total of the new roll even if it is lower than their previous score. If this is the case then the player has the option of using their remaining rolls to re-roll both of the cargo dice to try and achieve a higher score. It's possible that the player will roll the 6, 5 and 4 in only one or two rolls. If, however, they manage to roll a 6, 5, and a 4 then the remaining two dice (the cargo) are added together to determine the player's score. If a player does not roll a 6, 5 and 4 with their three rolls, then they score zero points. These numbers, when rolled, are set aside and are not rolled by the player again except that they must be rolled in order, so that a 5 and 4 cannot be kept until a 6 has been rolled, and a 4 cannot be kept until a 6 and a 5 have been rolled. On their turn, a player trys to roll a 6 (the ship), a 5 (the captain), and a 4 (the crew). If playing for stakes, players ante before any dice are rolled.īeginning with the starting player, each player in clockwise order takes their turn by rolling the dice up to three times to determine their final score. The player rolling the highest total becomes the starting player. This can be accomplished by any method of the players' choosing but is typically done by having each player roll three dice. Each order carefully inspected and packed with careĭetermine a starting player. Over a thousand varieties of dice styles and colors The object of the game is to be the player with the highest score after a single round. A twelve (the highest score) is called a midnight. ![]() Alternatively the 4 is sometimes called the mate and the remaining two dice are the crew.Ī two (the lowest possible score in the game) is called a minimum. ![]() The 6 result on a die is commonly known as the Ship, the 5 is the Captain, the 4 is the Crew, and the other two dice are known as the Cargo (or the treasure). Often used as a drinking game, or even for stakes, this is an easy to play, casual dice game that's good for playing with a larger group. The final round starts as soon as any player reaches 10,000 or more points.Also known as Ship Captain Mate and Crew, Destroyer, 6-5-4, Mariner, Battleship, Ship, or Ship of Fools. Play continues until it is your turn again. Then the next player rolls the six dice until they Pass or Farkle. You can continue rolling the dice until you either Pass or Farkle. You cannot earn points by combining dice from different rolls. Scoring is based only on the dice in each roll. The remaining dice may earn you additional points, but if you Farkle, you lose everything you earned during the round. If you rolled at least one scoring die, you can bank your points and pass the dice to the next player, or risk the points you just earned during this round by putting some or all of the winning die (dice) aside and rolling the remaining dice. If none of your dice earned points, that's a Farkle! Since you earned no points, you pass the dice to the next player. Points are earned every time you roll a 1 or 5, three of a kind, three pairs, a six-dice straight (1,2,3,4,5,6), or two triplets. When it's your turn, you roll all six dice at the same time. Each player takes turns rolling the dice. ![]()
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