THREES AWAY

Number of dice:                      Five

Ante:                                       1 Unit

Object of game:                     To obtain as low a score as possible, zero being perfect.

METHOD OF PLAY

In this game a 3 counts as zero, all other numbers count at face value. A player’s score is the total spots showing on the dice when he finishes his turn, excluding threes.

Players roll in succession as follows:

All five dice are rolled, and the player must leave at least one out but may leave more at his discretion. (He can stop on his first roll if he so wishes.)

Those not kept are rolled again and at least one left out, and so on until all the dice are out.

A player discontinues his turn if his score goes above that of a preceding player.

If a player gets a score of zero (i.e. five threes) all players put another ante in the pot.

The rule of “one tie, all tie” applies, except that if two or more players tie with a zero score, then only these players continue, although the others also have to ante again before the tie is played off.

VARIANTS

Players can call “bottoms” if this is agreed on beforehand (see rules).

This game can be played progressively, the first round being winnable only with a score of zero, the second with one or zero, the third with two or lower, and so on. Or one round. can be played for a maximum winning score of one, two rounds for a maximum of two, three for three, and so on. In either case, players ante after each round and. the pot builds up to a bigger amount than in the regular game.

Another number instead of three can be selected to rank as zero, but this variant is not recommended as players tend to get confused.

REMARKS

Generally a score of four or lower is good, and worth holding for a win or tie�unless, of course, a previous player has already made a lower score