Start with 1 die and roll it in turn. The first person that rolls a 3 will be the Three Man and a nice “helmut” should be passed to that person as a ceremonial act. The “helmut” can be anything, e.g. a discarded case of beer.
From now on 2 dice are used. Roll the dice in turn. The dice are only passed when someone rolls something that does not require drinking. Here are the penalties for the following rolls:
However, if on the Three Man's turn, s/he rolls a three or combination thereof, s/he is no longer the Three Man and then can designate any other player as the new Three Man (this also includes if the Three Man rolls during a doubles give; see below).
Social: Everybody drinks
Doubles: The roller has the option of giving both dice to one player or one dice to two players. Whatever the case, the dice are rolled and the number on the dice is what that person(s) has to drink. (ie., roller gives the dice to Y and Z. Y rolls a 3 and Z rolls a five, Y drinks 3, Z drinks 5. Or Y gets both both dice and rolls a 3:5, Y then drinks 8.) However, if the given dice roll to doubles, the original roller has to drink that amount. But the original roller also keeps the turn.
You will need two dice for this one and about 6-8 people. Everyone sits around a table. Give a die to two different people sitting opposite from each other.
The game starts with everyone shouting “Catch the Pig”. Then the players with the die throw it as quickly as possible trying to get 1. You take as many throws as needed. Once you have thrown 1 give the die to your neighbor to the right.
The object of the game is to “catch” the next person, “The Pig”, to your right, who is still throwing the die and waiting for a 1. When this happens the game stops and the person caught has to drink.
The game starts again with everyone shouting “Catch the Pig”, after giving one of the die to the person across from the loser.
Sit around a table and place a cup with beverage filled up to 1/3. Get your 2 dice ready.
Roll the dice in turn. The dice are only passed when someone rolls something that does not require drinking. Here are the rules:
Sit around a table and agree on what a unit of drink is. Get your 2 dice ready.
The goal is to roll a higher score than the previous roller.
Roll the dice in turn but cover the dice with your hand or a cup. Announce what score you have got. If you did not get a higher score than the previous roller you have the option to bluff. If someone calls your bluff you lose and must drink a unit. If someone calls a bluff incorrectly, s/he must drink a unit.
If no one drinks and the highest score is reached, the game starts over again.
Scores will be calculated as follows:
6-1 = 61 6-2 = 62 6-3 = 63 6-4 = 64 6-5 = 65
1-1 = 100 2-2 = 200 3-3 = 300 4-4 = 400 5-5 = 500 6-6 = 600