Rules for playing 1000 on dice. Rehabilitation course. "a game from the USSR" or simply "1000 on the dice." Rules of the game if someone is “sitting on a barrel”

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Thousand - dice version

Thousand

For this game you need to have five dice. The number of players can be any.
The goal of the game is to score 1000 points.
To determine the order of moves, you can roll the dice (who has the highest first and first), or you can simply agree on the order.
To start the game you need to score 50 points (entry into the game). All 5 dice are rolled first. For example, the number rolled is 1,5,2,2,6 – that’s 15 points. 1 and 5 are set aside and the rest are thrown away. If nothing falls out, they write a bolt, and if all 5 dice have been thrown, then you must definitely throw them all and add what came out to what has already been thrown. Next, the player himself decides to throw more or write it down in the table.
If during the game no points were scored on the first throw, then a dash (teal, bolt) is written to the player. For every three bolts in a row, 50 points are deducted from the player. When “entering the game”, 50 points (-50, -100,...) will be deducted from the player for 3 bolts until he reaches 50.
After one of the players has completed the “entrance game”, he must go through 3 barrels: the first from 200 to 300, the second from 600 to 700 and the third final from 900 to 1000.
An example of passing one of the barrels (200-300):
The player has 195 points.

1) He rolls the dice, he got 60. He can roll further, or he can write it down and he will have 255 points on the barrel. Then he will have to score 45 points to get out of the barrel.

2) He got 10 points, if he writes down he will have to score 95 points to “get out” of the barrel.

When a player collects 555 points (dump truck), he starts the game with 0, but without
"entering the game"

Example: The player has 530 points. He rolls the dice and gets 25 points. The player is immediately written 555, equating to zero, without the right to roll further dice.
Let's say one player has 550 points. The second one has 500. The second player rolls and records 70 points, then 50 points are deducted from the first one. And so on every “overtaking”

One is 10 points. Five – 5 points.
Combination of dice rolled in one throw:
Three units – 100 points. 4 units – 200 points. 5 – 1000.
3 twos - 20, 4 twos - 40, 5 twos -200.
3 triples - 30, 4 triples - 60, 5 triples - 300
Fours: 3 – 40, 4 – 80, 5 – 400.
Fives: 3 – 50, 4 – 100, 5 – 500.
Sixes: 3 – 60, 4 – 120, 5 – 600.
The combination of dropped dice 1,2,3,4,5 is 125 points, and 2,3,4,5,6 is
250 points.

There are many variations of dice games. And each game has its own rules, both official ones, according to which they play in casinos, and home ones, established by agreement between the players. We will look at a home version of the dice game. The game is called "Thousand".

To play you will need 5 dice. When choosing dice, give preference to heavier dice - they do not “scatter” around the table so much. You should also pay attention to the markings of the edges - it should be the same on all cubes. The opposite sides of correctly marked dice should add up to 7 (i.e. 6+1, 5+2, 4+3). To all of the above, it should be added that real dice have rounded corners.

Now about the game

Its essence lies in the players throwing dice one by one and counting the results. The first one to score 1000 points wins.

Not all dropped edges are considered effective (qualifying). When playing with dice, there is a special scoring system. The main game edges are "1" - this is 10 points, and "5" - this is 5 points.

Combinations of faces also count:

“units” - 3 per throw = 100 points
4 in one throw = 200 points
5 per throw = 1000 points
“twos” - 3 in one throw = 20 points
4 in one throw = 40 points
5 per throw = 200 points
“threes” - 3 in one throw = 30 points
4 in one throw = 60 points
5 in one throw = 300 points
“fours - 3 in one throw = 40 points
4 in one throw = 80 points
5 in one throw = 400 points
“fives” - 3 in one throw = 50 points
4 in one throw = 100 points
5 in one throw = 500 points
“sixes” -3 per throw = 60 points
4 in one throw = 120 points
5 in one throw = 600 points
Combination “1,2,3,4,5” – small straight = 125 points
Combination “2,3,4,5,6” – big straight = 250 points

Throwing Rules

5 dice are thrown at the same time. Based on the results of the throw, the scoring dice are set aside, and the rest, if desired, are thrown again. For example, the first roll came up with 1,5,3,3,4. We set aside 1 and 5 (that's 15 points), and roll the remaining three dice again. The result is 5,5,2 (that's 5+5=10 points). In total for this move you scored 15+10=25 points. You can stop there, or you can take a risk and give up a “deuce”. If it lands on the scoring side (1 or 5), then we add up all the points and roll all 5 dice again. This is the so-called confirmation of the move. If there is at least one scoring edge in this confirmation throw, then add up all the points scored during the move and write it down to your account. But if nothing valid comes up in the confirmation throw, your turn goes to another player, and you won’t be able to write anything down for yourself. After all, you didn’t confirm it! This is the excitement of the game - you want to quickly “break away” from the enemy, but taking risks can also be fraught.

Here you go. These are the basic rules. Further even more exciting. In order to start the game, you need to score 75 points (or more) in one turn. This is the so-called “tolerance”. The dice are thrown according to the above rules, but here you cannot write down a total of less than 75 points (more, please). If you fail to reach this amount, well, move on. This can go on for quite a long time, or you may be able to get “admission” on the first move. Of course, it can be a shame when your opponent has already passed the “admission” and is gaining points, moving away from you, and you are still throwing those ill-fated 75 points. But you shouldn’t be upset, there are still traps and pitfalls in this game when you find yourself far ahead of your counterpart.

When you have finally gained “admission”, you can relax a little and in the next moves write down as many points as your tactics and common sense allow you. Write down at least 5 or 125 points. Follow the scoring rules, do not look at the scoring combinations of dice and do not forget about the confirmation roll if all 5 sides are successful.

So you and your partners take turns gaining points until you get closer to the number 850. This is the so-called “barrel”. Take a closer look here. According to our rules, a player who reaches more than 850 points after the next throw is still credited with only 850. Then, in one turn, he must throw a total of 150 points, reaching the coveted “thousand” and ending the game. This can be any scoring combination, you can reroll any number of dice, as long as after each throw you set aside at least one scoring die, and throw the rest and then add them up. If you manage to score 150 points, you win. If not, the turn follows, and you stand on the “barrel”. And here is the danger! If your opponent is behind you in points, he will try to catch up with you and “punish” you. The moment your opponent throws his barrel and he has 850 points, you automatically fly off your barrel and find yourself in the “admission” position (75 or more points from which you started). You will have to continue playing with this amount. If your opponent is unlucky and tries for a long time to throw 150 points to finish, you have a chance to catch up with him and also throw him back to his “admission”. It all depends on your luck, or, to paraphrase the famous expression, “how the dice fall.” The game can last 20 minutes or several hours. Over time, players develop their own playing style: some are cautious, some throw the dice with their left hand, and some even persuade the dice to land in a specific combination.

In any case, try it, and if you like it, then you are guaranteed a pleasant and fun evening.
Good luck with your rolls and obedient dice!

Our favorite game, Thousand, doesn't just exist as a card game. For such a game you no longer need cards, but dice (dice). These zara are needed in the amount of five pieces. Well, you also need a piece of paper, a pen (or whatever you write with?!) and someone who will write it all down. The latter must be able to count well. Although, all players must count well.

Many people know this game and are familiar with the rules. Here we will describe the general rules and principles of the game. Therefore, if it was “wrong” for you, do not rush to get angry.
The game can be played by two or more participants. The best option is three or four. When playing with two players, the game turns into tedious catch-up games, and when there are too many, it turns into a difficult gathering (and the game itself drags on, it takes a long time to wait for a move). It is advisable to take the zars themselves small, without rounded corners and identical. And the goal of the game is to go from zero points to a thousand.

The point of the game is to take turns throwing the dice. Everyone rolls during their turn. If a game combination of dice is drawn, that is, a significant number of points have been rolled (from at least one dice), these dice are set aside and the rest are rolled. Each set of value dice is worth a certain number of points. If the player sees that he has enough points (after one or several throws), then he says “that’s enough” and his points are entered into the table. If all five dice are used, then the player continues to walk (throw), but all the dice, that is, in the second circle, and the points accumulated during the first circle remain. If a player throws coins and nothing falls out of them, then he does not earn anything (even if there was a combination before this throw, even if this is the second or third round), after which the move is transferred.

Typically, when a player rolls five dice, some combination will appear. But sometimes even after such a throw nothing falls out. In this case, a second attempt is usually given (although not in all companies).

Players must first agree on the values ​​of the rolled dice. Now the main thing is the combinations:
- If a “5” is rolled, five is 5 points.
- “1” one-shot – 10 points.
- Three dice of the same value are ten times the sum of the value (three twos - 20, three fives - 50, three one's - 100...)
- Four dice of the same value - usually this is ten times the sum plus 10 (four threes - 40 ...). But some people agree on other values, for example, a twenty-fold value (four sixes - 120 ...)
- Five identical cubes are usually a hundred times the size (five fives - 500).
- Well, five units usually equals 1000. They usually agree that this is an unconditional victory.

Example of a move: the player rolled the dice and the result was 2 5 5 6 6. Two fives give 10 points, these dice are set aside. Next he rolls three dice. The result is 1 3 4. A one gives another 10 points. There are 20 in total. If this is enough, the player says “enough.” He could also roll the remaining two dice, but if nothing comes up there, the player receives nothing.

To prevent the game from being such a boring set of points (like nerds play), a number of rules have been introduced into the game that make it interesting.
If a player ends up using all five dice (after one or more rolls), then the player cannot take and record these points at once. He must roll all the dice in the second round.

The starting rule is that everyone has zero points at the beginning of the game. To start advancing, the player must roll a certain starting minimum (threshold). For example, 50, 55 or 25. All points below the threshold will not allow you to get out of zero.

Barrels and pits. There are two or three major obstacles in the game on the way to a thousand. One such obstacle has its own range of points. This range must be jumped over in one or two moves. You can get into it, but you can only get out of it in one jump. Or you can jump over right away. You cannot move forward within this range.

Example: there is a “300-400” barrel in the game, the player has 275 points. During the turn, he scored 55 points and decided to record them (although he could continue to throw). He now has 330 points. Now he needs to roll each move in such a way as to get behind the number 400. And this is a minimum of 75 points.

Example: the players agreed that there would be two such obstacles in the game: “300-400” and “750-900”.

The ending. To finish the game, you need to make a certain entry. The game has several different options to allow the player to finish the game (which is also agreed upon in advance).

The ending is "simple". To do this, it is enough to throw out and write down the points so that the total is above a thousand (or at least a thousand), but you cannot stop at the thousand itself (either “995” or the winning ones “above a thousand”).

Ending "Exactly a thousand". The player must hit exactly a thousand, while all combinations above this thousand are considered bust, and the move is passed, but the player himself does not move.

Busts can also be penalized. For example, for five busts a player can be fined 100 points, and for ten he can be reduced to zero (or immediately to zero for a certain number of busts).

Difficult ending through a barrel. As in card thousand, there is a final barrel (for example, with 900 points). The player stands on a barrel and has three moves to complete the game. If for them the player does not reach the amount necessary for victory (counting from the beginning of the barrel to victory), then he flies off it (let’s say, 100 points down). Players can also agree that there are three barrels; after flying off the third barrel, the player falls to zero. And if the second player climbs onto the barrel, the first one flies off it.

Bolts can be added to the game if desired. For three bolts - a fine of 100 points. A bolt is given either for zero points per turn, or for zero points on the first roll of five dice, or for something else.

You can also enter “overtaking”. If one player overtook another in points during his turn, then the second player is deducted the overtaking amount (for example, 55 points).

Well, to aggravate the situation, you can add a “dump truck”, this is 555 points, when recorded, the player is reset to zero. Moreover, even if the player rolled the dice during his turn, and the dropped points theoretically drive the player to 555, then he is still given a dump truck, even if the player wants to roll the remaining dice during the continuation of his turn.

This is such an interesting game.

Or more, he is the winner of the game and takes the declared “bank” - the points at stake in the game. The player who is in second place at this moment does not receive anything, but also does not lose anything. The player who takes third place loses the number of points of the declared “bank”.

A special feature of the game is the use of so-called “margins”.

The number of cards participating in the game is 24, 24 cards are divided into 4 suits, the seniority of cards in each suit in ascending order is: nine, jack, queen, king, ten, ace.

When counting points in tricks, the following denominations are used:

The sum of the points of all cards in the game is 120 points. The sum of points for cards of the same suit is 30 points.

Denominations of trump margins (queen and king):

Marriage suit

Cost of margin

Hearts

Bubnovy

Clubs

Bribe

A bribe means taking a group of opponents' cards for yourself by beating their cards with your own, stronger card. The cost of the cards in each trick is summed up, bringing the player points, which are recorded at the end of each hand. Each round, the player who wins the auction goes first (see below), then the turn can go to another player if he beats the opponents’ cards and takes a bribe. Each turn, players lay out one card, the first to lay out a card is the player who received the right to move (at the beginning of the game, this is the winner of the auction, then any player who took a bribe). On the laid out card, players take turns placing their card clockwise. You can only put a card of the same suit on a laid out card; if the player does not have cards of such a suit, he must put a trump card; if a trump card is not announced in the stake and the player does not have cards of this suit (or does not have a trump card), then he has the right to put any card on at your own discretion. The following bribery rules apply:

  • The trick is taken by the player whose card is higher in the suit declared as the first card (see card seniority above), if it was not interrupted by a trump card;
  • If a card of a different suit (not a trump card) is placed on the first card, then it is considered discarded and cannot claim to beat the trick;
  • If more than one trump card is placed on the first card, the player who placed the highest trump card takes the bribe.

Trump

At the beginning of each round of the game there are no trump cards and all suits play on equal terms. A player who has a "marriage" in his hands (see above) has the right, if possible, to declare a trump card ("grab a trump card"). From this moment on, the suit of the declared margin is considered the trump card of the horse, until the game ends or one of the players “grabs” another trump margin, in which case the trump card changes and the previous trump card is no longer valid.

Trump Marriage

A trump card is considered to be a king and a queen of the same suit in the hands of one player. Marriage can be obtained either immediately after the distribution, or by picking up a purchase after winning the auction. Half of the margin (king or queen) can also be obtained when cards are demolished by the player who wins the auction. The entire game is built on the use of trump margins and each player strives to obtain them, since the announcement of a trump margin (“grabbing a trump card”) brings the player points equal to the value of the margin. In addition, the announcement of a margin assigns a trump card in the current pot and all cards of the same suit as the announced margin become trump cards, i.e. beat any other suit. Points for announced margins are added to the amount of points scored through bribes. Points for announcing several margins during one con are summed up.

If one of the players declared a trump margin, the other player can, if possible, take the margin queen with an ace or ten of the same suit and gain the right to “over-praise”, i.e. declare your own margin, if any.

When “over-praising” (announcing another trump card during one game), the previous trump card turns into a regular suit and the trump card of the last card comes into force.

Ace Marriage

If a player has 4 aces, then if he takes a trick and then enters with an ace, 200 points are added to him.

Bolt

If during the game the player did not take a single trick, he is given a “bolt” (visually displayed in the game results as a dash). For three bolts during the game, 120 points are deducted from the player, the bolts are canceled, and if three bolts are received again, the procedure is repeated.

Trade

After the cards are dealt, players look at their cards and determine how many points they can score. After this they declare their bets.

Declaring a bet means announcing the number of points that the player agrees to take in the current bet.

Trading begins immediately after the hand. The player who has the right to make the first bid must place a bet of at least 100 points.

Bidding takes place in increments of 5 points, i.e. Each player can raise the bet either by 5 points or by any number divisible by five. The winner of the auction gets the right to make the first move and is obliged to take at least the declared number of points during the betting - in this case, the declared number of points will be added to his account, otherwise the declared amount will be debited from his account.

The buy-in is not opened if there was no bidding for it, that is, the buy-in was taken by the one who declared the obligatory bet of 100 points and other players refused to bid.

The player who wins the auction gets the right to make the first move and orders the game, that is, orders the number of points that he undertakes to take.

Trading restrictions

During bidding, there are rules that limit the number of points a player can bid:

  • A player cannot bet more than 120 points without having margin in hand
  • A player cannot bet more than 160 points if he only has peak margin.
  • A player cannot bet more than 180 points if he only has club margin in his hands
  • A player cannot bet more than 200 points if he only has diamond margin in his hands
  • A player cannot bet more than 220 points if he only has a margin of hearts.

If there are two or more margins, the limitation increases according to the sum of the margin denominations.

Progress of the game

The winning player goes first. The remaining players each place one card of the appropriate suit (if there is none, then a trump card; if there is no trump card, then any one at their discretion). The player whose card turns out to be the highest takes the cards for himself and gets the right to make the first move. The player who has the right to move can declare ("grab") the margin.

At the end of the con, the points taken are counted - bribes plus the cost of the announced margins. If the winning player scores the stated amount of points, it is credited to his account; if not, it is debited from his account. All other players are awarded the points they accumulate.

Scoring

At the end of the game, players count their points according to the value of the cards. The amount of points scored is rounded down by a multiple of five for two points and up for three points.

For example: 17 points = 15; 18 points = 20.

This rule does not apply to the winner of the auction - if at least one point is not enough to the amount declared by him, the amount of points he scored is not taken into account.

The value of the announced margins is added to the amount of points obtained through bribes.

Rules of the game,
if someone is “sitting on a barrel”

If a player scores 880 points in total, he “sits on the barrel.”

To win the game, the person sitting on the barrel must reach the 1000 point level (that is, score a total of 120 points). Thus, to win, it is not necessary to have margin in your hands if you have a “non-cue ball” in your hands, which allows you to take all the tricks (sum 120).

The person sitting on the barrel has three attempts to score the winning amount of points. If, after three hands, a player does not win, he “flies off the barrel,” i.e. his score is reduced by 120 points and to win he needs to “get on the barrel” again (score 880 points).

Only one player can sit on the barrel at a time. If another player sits on a barrel, the first player flies off it (fine 120). If two players sit on it together, then one of them flies off.

Purchase on a hundred

If the player “sitting on a hundred” wins the trade (that is, the other players immediately said “pass”), then the buy-in is not shown.

Game painting

If a player sees that he obviously cannot reach the bet ordered during trading, he can schedule the game. At the same time, he takes away the order amount from himself and writes to his opponents for half of the order amount.

Zeroing at ±555 points (“dump truck”)

When any player reaches 555 or -555 points after the next distribution, the points of this player become equal to 0.

Retake

At the start of trading, any player can declare a mulligan (an additional “Mulley" button appears on the playing field). In this case, the cards are dealt out again (no one receives fines or bonuses). You can retake if:

  • The total number of cards in the player's hands is less than 13 points
  • The player has three nines in his hands
  • The player has four jacks in his hands

Also, the player who wins the trade can declare a mulligan if in the buy-in:

  • Card total is less than 5 points
  • Two nines
  • Three Jacks

Golden Con

You can choose a game option - with or without the Golden Horse rule.

The rule is this: during the first hands (their number = the number of players), each player must play an order of 120 points in turn.

All points, penalties and bolts scored by players are written in double size. If no player scores 120 points on his buy-in, then the points are reset to zero and the normal game begins.

There are also several agreements in the golden horse:

  • If no one takes the order, it resets
  • Points received for announcing margins are also doubled

Game bonuses

Bonus "Show cards"

Shows a list of cards in opponents' hands

Bonus “Show buy suits”

Bonus “Show purchase”

Show one buy card of your choice

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