CLASSIC FORMATS
UPS AND DOWNS
SET CLASSIC UNRATED
3 ROLLS W/ KEEPS
START WITH 1S
THEN CHANCE
2'S THEN YAHTZEE
KEEP ALTERNATING FROM TOP
TO BOTTOM TIL CARD IS FULL
HIGH SCORE WINS
Classic
3 ROLLS W/ KEEPS
DO WHOLE CARD
HIGH SCORE WINS!!!
CLASSIC JUMPER
SET UNRATED CLASSIC
3 ROLLS WITH KEEPERS
DO EVERY OTHER ONE
START WITH 1S, 3S, 5S,
3 OF A KIND,FULL HOUSE
LG. STRAIGHT, CHANCE
2S, 4S, 6S, FOUR OF A KIND
SM STRAIGHT,YAHTZEE
HIGH SCORE WINS
CLASSIC CONSECUTIVE
SET UNRATED CLASSIC
3 ROLLS WITH KEEPERS
START AT TOP OF THE CARD
GO IN ORDER 1S,2S,3S, ETC
TILL WHOLE CARD IS DONE
HIGH SCORE WINS
PAINTED FORMATS
FIREMANS SPECIAL
SET UNRATED PAINTED
3 ROLLS WITH KEEPERS
DO MIDDLE SECTION FIRST
THEN DO 5 SECTIONS ON TOP
AND 5 SECTIONS ON BOTTOM
ANY ORDER
HIGH SCORE WINS
POWER OF 5'S
SET TABLE PAINTED UNRATED
3 ROLLS WITH KEEPERS
SCORE 5 BOXES IN EACH SECTION
TOTAL OF 15 ROUNDS
HIGH SCORE WINS
PAINTED 3-2-3
UNRATED PAINTED
3 ROLLS W/KEEPS FOR TOP SECTION
2 ROLLS WITH KEEPS MIDDLE SECTION
3 ROLLS WITH KEEPS BOTTOM SECTION
DO CARD STARTING AT TOP
THEN MIDDLE
THEN BOTTOM HIGH SCORE WINS .
PICK 3
UNRATED PAINTED
3 ROLLS W/KEEPS
SCORE ANY 3 BOXES
ALL 3 SECTIONS
TOTAL 9 ROLLS
HIGH SCORE WINS
NINE IS FINE
UNRATED PAINTED
3 ROLLS W/ KEEPS
SCORE ANY 9 BOXES
HIGH SCORE WINS
PAINT IT 3 TIMES
SET UNRATED PAINTED
3 ROLLS WITH KEEPS
SCORE MIDDLE COLORS ONLY
WRITE DOWN YOUR SCORES ,
RETURN TO LOBBY AND REINVITE YOUR OPP
AND PLAY THE MIDDLE AGAIN ,
WRITE DOWN SCORES AND PLAY ONCE MORE
FOR A TOTAL OF 15 TURNS
HIGH SCORE WINS
STOPLIGHT
3 ROLLS WITH KEEPERS
IF YOUR TOP DICE IS:
RED SCORE IN THE TOP SECTION
YELLOW SCORE IN THE MIDDLE SECTION
GREEN SCORE IN THE BOTTOM SECTION
PINK/PURPLE ITS WILD SCORE ANYWHERE
BLUE ITS ALSO WILD SCORE ANYWHERE
HIGH SCORE WINS
HOT DICE
UNRATED PAINTED
AT THE BEGINING OF EACH ROUND
THE HOST WILL ANNOUNCE
THE HOT DICE FOR THIS GAME.
YOU WILL ROLL CRAPS
TIL YOU GET THE HOT DICE
THEN YOU MAY ROLL WITH KEEPS
PLAY FULL CARD
HIGH SCORE WINS
PAINT YOUR BOTTOM
PAINTED UNRATED
3 ROLLS W/KEEPS
SCORE ANYWHERE IN THE BOTTOM SECTION.
YOU DO NOT PLAY THE TOP OR MIDDLE SECTION
HIGH SCORE WINS .
BLAZING COLORS
UNRATED PAINTED
3 ROLLS WITH KEEPS
SCORE MIDDLE
THEN ON BOTTOM SCORE 4OF COLOR
PAINTED HOUSE, FLUSH
RAINBOW, AND PALETTE ONLY.. HIGH SCORE WINS
BLAZING NUMBERS
PAINTED UNRATED
3 ROLLS W/KEEPS
PLAY ALL OF TOP OF CARD
AND ON BOTTOM SCORE ONLY
4 OF A KIND , FULL HOUSE
STRAIGHT , YAHTZEE AND PALETTE.
HIGH SCORE WINS
LUCKY 7'S
painted unrated
3 rolls w/keeps
score anywhere,
but if you get all 7s
in all 5 of the middle
you automatically win.
if no one scores all 5 middle boxes with 7s
then High score wins
TWISTED CRAPS
unrated painted
1st roll no keeps
keeps 2nd and 3rd roll
play til finished
High score wins!!
PAINTED AIRPLANE
SET UNRATED PAINTED
3 ROLLS WITH KEEPERS
DO MIDDLE SECTION FIRST
THE DO 6S, FOUR OF A KIND
5S, FOUR OF COLOR, 4S, FULL HOUSE,
3S, PTD HOUSE, 2S, LG.STRAIGHT,
1S, RAINBOW,FLUSH,YAHTZEE, PALLET
HIGH SCORE WINS
PAINTED 50/50
SET UNRATED PAINTED
ROUNDS 1-10
3 ROLLS NO KEEPERS
ROUNDS 11-20
3 WITH KEEPERS
HIGH SCORE WINS
PAINTED TO 200
SET UNRATED PAINTED
3 ROLLS WITH KEEPERS
SCORE ANY WHERE
FIRST TO 200 WINS
CRAPPY UNLUCKY ROLL
SET UNRATED PAINTED
3 ROLLS NO KEEPERS
DO WHOLE CARD
LOW SCORE WINS
PAINTED 50/50 REVERSED
SET PAINTED UNRATED
ROUNDS 1-10
3 ROLLS WITH KEEPERS
ROUNDS 11-20
3 ROLLS WITH NO KEEPERS
HIGH SCORE WINS
UNLUCKY ROLL
SET UNRATED PAINTED
1-ROLL NO KEEPERS
LOW SCORE WINS
REGULAR RATED PAINTED
SET REGULAR RATED PAINTED
3 ROLLS WITH KEEPERS
DO WHOLE CARD
HIGH SCORE WINS
Impy’s Cricket
Tables are set to unrated painted, you get 1 roll.
You can score anywhere but there is a little twist…
If you score a 4 in any of your colours
then you add an extra 15 points to your score.
If you score a 6 in any of your colours
then you add an extra 30 points to your score.
These count as the boundaries.
You may score as many boundaries
as you like until the middle section is complete. Keep a pen and paper handy so you can work out scores
once you add on the extra boundary points. Play all 20 rounds,
Impy’s Footy
Tables are set to unrated painted.
You start off playing 2 rolls with no keepers
If you can score 6 in each colour,
then you may take 3 rolls with keepers for the remainder of the game.
For this to happen, the middle section total should read exactly 30.
When you have scored a 6 you have just kicked a goal.
High score wins.
Impy’s Counting to 11
Tables are set to unrated painted.
You get 3 rolls w/ keepers.
If you can count to 11 then
you have got the stinger and win the game.
To do so you must score…
1 in 1s, 2 in 2s, 3 in 3s, 4 in 4s, 5 in 5s,
6 in 6s, 7 in blues, 8 in reds, 9 in purples,
10 in greens and 11 in yellows. Top should add up to 21 and middle should add up to 45 for the stinger to be achieved.
You do not have to score them in order and you may score in your bottom section.
If nobody scores the stinger in 20 rounds then
High score wins.
Impy’s Straight and Narrow
Tables are set to unrated painted.
You start of with 3 rolls with keepers.
It is play as regular painted
but scoring a straight early can be vital in this format….
If you cannot score a straight
in 5 rounds, then it becomes 2 rolls with keepers.
If you still cannot score a straight
in 15 rounds, then it becomes 1 roll.
As soon as you can score a straight
then you may take 3 rolls with keepers for the remainder of the game. High score wins.
Impy’s Twenty20
Tables are set to unrated painted.
You get 3 rolls with keepers.
The idea of the game is to score as
many 20s on the scorecard as possible….
Who ever scores the most 20s in the whole game wins.
If both players score the same number of 20s then High score wins.
Impy’s Paint and Fill Your House
Tables are set to unrated painted.
You get 3 rolls with keepers.
You may NOT score in either the top or the
middle section until you have scored both your
full house and your painted house.
As soon as you have scored them both then
you may score anywhere for the rest of the game.
If you fail to score either of them by the time your
bottom section is full then your opponent wins without finishing.
Play all 20 rounds.
High score wins.
Impy Magic
Tables are set to unrated painted. You get 3 rolls with keepers.
The first player to get a score (not 0) in their 4 of a kind,
4 of a colour, full house, painted house, straight and rainbow has
the Impy Magic and wins the game automatically.
If neither player has Impy Magic
after all 20 rounds then LOW score wins.
Impy’s Mark Your Middle
Tables are set to unrated painted.
You get 3 rolls with keepers.
You play all 20 rounds and the winner of
the game is the player that scores the most
in the middle section (including bonus).
You may score anywhere in all 20 rounds and
if both players get the same middle section score,
then High score wins.
Impy’s Twin Killing
Tables are set to unrated painted.
You get 3 rolls with keepers.
Score in any order.
The winner of the game is the player
that scores both of their top and middle bonuses the fastest.
As soon as somebody scores both
bonuses they win the game automatically.
If neither player can score
both bonuses in all 20 rounds then
High score wins.
TRIPLE TO 1000
SET UNRATED TRIPLE
3 ROLLS WITH KEEPERS
SCORE ANY WHERE
FIRST ONE TO 1000 WINS
TRIPLE HALF AND HALF
SET UNRATED TRIPLE
ROUNDS 1-20 3 ROLLS NO KEEPERS
ROUNDS 11-40 3 ROLL WITH KEEPERS
HIGH SCORE WINS
REGULAR TRIPLE RATED
PLEASE SET RATED TRIPLE
3 ROLLS WITH KEEPERS
DO WHOLE CARD
HIGH SCORE WINS
SWISS REGULAR RULES
SWISS FORMAT IS EVERY PLAYER PLAYS EVERY ROUND .
FORMAT IS CHOSEN BY STAFF.
AT THE END OF EACH ROUND YOU WILL HAVE THE OPTION TO
ADVANCE OR TO WITHDRAW.
YOU EARN BUX FOR EACH ROUND YOU WIN.
DOUBLE ELIMINATION GAME
FORMAT: OF YOUR CHOICE
ALL PLAYERS START ON UPPER LEVEL OF CARD
AFTER 1ST ROUND WHO EVER HAS LOST THEIR ROUND
WILL THEN MOVE TO SECOND LEVEL AND
CONTINUE PLAYING SECOND LEVEL TIL THEY LOSE.
THEN THEY WILL BE ELEMINATED
ONCE YOU ARE DOWN TO THE LAST TWO PLAYERS
IF ONE IS UPPER AND ONE IS LOWER ,
THE LOWER LEVEL PLAYER MUST WIN 2 OF TWO GAMES
TO WIN THE WHOLE GAME.
THE UPPER PLAYER NEEDS ONLY
TO WIN 1 GAME TO BE ANNOUNCED THE WINNER.
BOTTOMLESS TRIPLE
3 ROLLS W/ KEEPS
SCORE ALL THE TOP AND NO BOTTOMS!
HIGH SCORE WINS!!
TOPLESS TRIPLE
3 ROLLS W/ KEEPS
SCORE ALL OF THE BOTTOM NO TOPS!
HIGH SCORE WINS!!
COLOR SLOTS
HOST WILL TELL YOU WHAT COLOR YOU NEED FOR AUTO WIN
FLUSH IN THE COLOR SAID
4 OF A COLOR IN THE COLOR SAID
15 OR HIGHER IN THE COLOR SAID
IF NO ONE GETS THE COLOR SLOTS SAID REG PLAY
HIGH SCORE WINS
BLUE LITE
3 ROLLS WITH KEEPERS
IF TOP DICE IS BLUE ON 1ST ROLL OF EACH TURN
YOU MUST KEEP EVERY BLUE DICE THAT TURN
HIGH SCORE WINS
HOPSCOTCH
3 ROLLS WITH KEEPERS
1ST TURN SCORE TOP
2ND TURN SCORE MIDDLE
3RD TURN SCORE BOTTOM
REPEAT FOR 15 TURNS
16TH TURN SCORE LAST TOP TURNS 17-20 SCORE REST OF BOTTOM
PLAY BY NUMBER
3 ROLLS WITH KEEPERS
IF TOP DICE IS:
1-2 SCORE IN THE TOP SECTION
3-4 SCORE IN THE MIDDLE SECTION
5-6 SCORE IN THE BOTTOM SECTION
HIGH SCORE WINS
TRIPLE POKER
3 ROLLS WITH KEEPERS
SCORE 3 AND 4 OF A KIND, FULL HOUSE,
AND SMALL AND LARGE STRAIGHT
HIGH SCORE WINS
TRIPLE TO 1000
3 ROLLS WITH KEEPERS
SCORE ANYWHERE TILL SOMEONES SCORE IS
1000 OR HIGHER
1ST PERSON TO REACH 1000 OR HIGHER WINS
SWISS REGULAR RULES
SWISS FORMAT IS EVERY PLAYER PLAYS EVERY ROUND .
FORMAT IS CHOSEN BY STAFF.
AT THE END OF EACH ROUND YOU WILL HAVE THE OPTION TO
ADVANCE OR TO WITHDRAW.
YOU EARN BUX FOR EACH ROUND YOU WIN.
DOUBLE ELIMINATION GAME
FORMAT: OF YOUR CHOICE
ALL PLAYERS START ON UPPER LEVEL OF CARD
AFTER 1ST ROUND WHO EVER HAS LOST THEIR ROUND WILL THEN MOVE
TO SECOND LEVEL AND CONTINUE PLAYING SECOND LEVEL TIL THEY LOSE.
THEN THEY WILL BE ELEMINATED
ONCE YOU ARE DOWN TO THE LAST TWO PLAYERS IF ONE IS UPPER AND ONE IS
LOWER , THE LOWER LEVEL PLAYER MUST WIN 2 OF TWO GAMES TO WIN THE WHOLE GAME.
THE UPPER PLAYER NEEDS ONLY TO WIN 1 GAME TO BE ANNOUNCED THE WINNER.
SPECIAL TOURS
CLUE
Yahtzee becomes 5 of the 6 characters in the Clue game.
Blue is Mrs. Peacock,
Red is Miss Scarlett,
Purple is Professor Plum,
Green is Mr. Green,
and Yellow is Colonel Mustard.
The top section of Painted Yahtzee has 6 options similar to the 6
weapons in Clue.
Therefore the 1's become the knife,
2's the rope,
3's the revolver,
4's the candlestick,
5's the lead pipe,
and 6's the wrench.
The bottom section of Painted Yahtzee has 9 options similar to the 9 rooms in Clue.
Therefore 4 of a Kind becomes the Lounge,
4 of a Colour the Dining Room,
Full House the Kitchen,
Painted House the Ballroom,
Straight the Conservatory,
Rainbow the Billiard Room,
Flush the Library, Yahtzee the Study,
and change the Hall.
The TD announces an accusation
(1 character, 1 weapon, and 1 room) for each game.
Take Miss Scarlett,with the knife, in the Lounge, for example.
The match-ups in Painted Yahtzee would be Red, 1's, and 4 of a Kind.
So during game play, both players play the full game and add the exact scores
they scored for the 3 items as bonus points to come up with their grand total scores.
The highest grand total score wins..
MISSY'S THE WEAKEST LINK SWISS TOURNEY (Monthly)
TABLES ARE SET AS PER FORMAT ON TOURNEY DAY.
THIS IS A TRUE 6 RD SWISS TOURNEY. EVERONE WILL PLAY IN ALL 6 ROUNDS.
AT THE END OF EACH ROUND EVERY PLAYER NEED TO WHISPER OR YAHOO THE TD THEIR SCORE.
NOONE IN THE LOBBY IS TO KNOW THESE SCORES.
THE LOWEST SCORE OF EACH RD WILL TAKE THE WALK OF
SHAME AND BE BOOTED FROM THE TOURNEY.
THE REST OF THE PLAYERS GO ON IN THE SAME WAY
TILL ALL 6 ROUNDS HAVE BEEN PLAYED.
WHO WILL BE THE WEAKEST LINK?
HIGH SCORE WINS.
HARRY POTTER
When players report it should appear like this
... ***winner (25) /// non-winner (30)
*** All you do is keep track of the bonus points.
The person at end of tourney with highest bonus points
only wins the title Head Boy/Girl.
Here is the bonus things needed to beROLLED not scored.
This means it is added every single time it is rolled.
wolfbayne and batwings - (3) 5's n (2) 6's ( 10 PTS )
Summoning Charm - blue flush ( 20 PTS )
Lizard Gizzards and Eye of Bat-(3) green (2) red ( 10 PTS )
Transfiguring a Rat into a Goblet - yahtzee of 3's (20 PTS )
Care for a Unicorn - rainbow straight ( 15 PTS )
Ocules Repairo - yahtzee of 1's ( 20 PTS )
WHO WILL BECOME HOGWART'S NEXT HEAD BOY OR GIRL?
LUDO FORMATS
Ludo Reg
Roll dice and move your 4 men around the board to fiesta .
Land on another player in any spot other than the earth and send them home.
Land on another player that is sitting on the earth and send yourself back home.
Land on two players sitting on the same square and you will go home.
First player to get all 4 men in Fiesta Wins the game.
Ludo 1 Man Out
In this game you must only take 1 piece out at a time.
You must get that piece all the way around to your color and
inside the landing for Fiesta before you can take another man out.
First player to get all 4 men around the board and into Fiesta Wins.
Partner Ludo
Roll the dice to move your man out of home base.
Move all your men out and into Fiesta and first player to
get all 4 men in Win the game for the team.
Be careful not to land on two men
of the same color on the same square
it will send you back to home to start all over again.
Also dont land on a man that is on the earth symbol
this will send you home as well.
1st player to get all 4 ludo pieces in
wins for their team!!!
Uno Ludo
Roll dice and move around the
board first player to get 1 piece
into Fiesta
Wins the game.
Tre's Ludo
Roll dice and get your pieces around
the board to your color and into Fiesta
First player to get 3 pieces in wins the game.
BACKGAMMON FORMATS
REGULAR BACKGAMMON
You roll the dice, try to keep your men doubled,
if they are doubled they are safe,
but if you have a single man your opp
can land on you and send you to the bar
which makes that man start over,
your object is to get all your men
in the lower right corner of the game board
and then when all are on your side of the bar
then u start rolling
and putting them in your home slot.
First player to get all pieces in home slot wins!