Greed (dice game)
Encyclopedia
Greed is a dice game
Dice game
Dice games are games that use or incorporate a die as their sole or central component, usually as a random device.-Collectible dice games:Patterned after the success of collectible card games, a number of collectible dice games have been published...

 for two or more players, using six six-sided dice
Dice
A die is a small throwable object with multiple resting positions, used for generating random numbers...

. The object of the game is to be the first to achieve a score of 10,000 points or more. "Greed" is also known as "Stugots" and "Zilch" in some circles. Many players have found that the best playing surface for a game is a small oriental rug also known as a "stoner" rug.

How To Play

A turn involves one or more throws of the dice.


When a player begins a turn, he throws all six dice. He then scores points for the turn (cumulatively) as per scoring below.
If he fails to score any points on any given throw, he receives no points for his turn, his turn ends, and play passes to the person on his left.
After each throw, the player sets aside any of the dice that scored points, and he may either continue to throw the rest of the dice or end his turn and take his points. The player then continues to throw all remaining non-scoring dice until:


  1. No points are scored on a throw
  2. The player decides to keep his score for the turn


In addition, if a player scores with all six dice over the course of his turn, he may continue rolling, starting again with six dice.

In order to enter the game, a player must achieve 500 points in one turn (not throw).

Scoring

The following Sets are given for scoring. You cannot put sets together, as you are expected to in Yahtzee.

If you set aside a triple of 5's, then rolled a single 5, you could not claim a four-of-a-kind. You could merely claim one triple of 5's, and one single 5. Your score would be 500 + 50 = 550.

When rolling 4 or greater of a kind, each additional kind that is matched doubles your score. So if you rolled five 4's, your score would be 400 for the first 3.

Then double that for the fourth, making it 800, then double again to make it 1600 points. 400x2x2 = 1600.
Dice Scores
a single 1 : 100
a single 5 : 50
triple of 1's (1,1,1) : 1,000
triple of 2's (2,2,2): 200
triple of 3's (3,3,3): 300
triple of 4's (4,4,4): 400
triple of 5's (5,5,5): 500
triple of 6's (6,6,6): 600
four-of-a-kind (2,2,2,2): Multiply triple score by 2
five-of-a-kind (3,3,3,3,3): Multiply triple score by 4
six-of-a-kind (4,4,4,4,4,4): Multiply triple score by 8
three pairs (2,2,3,3,4,4) : 800
straight (1,2,3,4,5,6) : 1,200
six 1's (1,1,1,1,1,1) 8,000

House Rules

Highest Score Wins: In this house rule, when a player wins (by achieving a score of 10,000 and staying), each other player has one last chance to then beat this score. If the winner's score is beat, then the winner and all players who haven't gotten a chance to beat the winner's score, then get one more last chance, until no player is able to beat the new score.

Variants

Amish Dice: In this variant, if a player decides to stop so that points may be accumulated, the following player, only if they are on the board, may take the remaining dice and roll them to attempt to build upon the previous player's points. If a scoring set is rolled, the total is now the previous player's points plus the points just rolled and the current player has the option to stop or keep rolling. This may continue around for any number of players. The exception to this rule is in the case that the previous player has managed to use all six dice to score, but chooses not to continue. In this case, the following player may not choose to continue where the previous player left off. This is because there is zero risk (above and beyond the risk of starting clean) for the following player to take over the previous player's roll. This also provides a tactical option for the previous player to deny their accumulated points to the next player without going bust.

Zilch: In this variant, a player who rolls non-scoring dice for three consecutive turns has their points reset back to zero, and must start over on their next turn. This includes having to throw 1000 points in one roll to re-enter the game as before. To offset this dire consequence, players may choose to add onto existing sets. This results in no additional score, but can allow the player to continue on what would otherwise be a non-scoring roll. For example, a player's first roll may be 4, 3, 2, 3, 6, and 3. Their only option in this case is to keep the 3, 3 and 3, for a total of 300 points. If they then roll the remaining 2, 4 and 6, resulting in a 3, 2 and 2, then they may choose to add the new 3 to their previous roll of 333. Their score remains 300, but they are allowed to continue normally as if they had rolled scoring dice. The Zilch variant can be combined with the Amish variant to incorporate both rule changes at once.
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