Games of chance which can be used with CP forfeits to warm your cheeks on long winter nights
These games end with a number which can be used as the basis for allocating forfeits, such as corporal punishments.
To involve as many as possible of a group, try playing as teams or on a whipping boy basis, with one player taking the forfeits for his partner. You can also agree an exchange rate between forfeit taken as CP and push-ups, eg three pushups for one hit.
The rules are traditional and open to local agreement or interpretation or disagreement.
Chips can be counters, matchsticks or poker chips.
To raise the stakes use poker dice, scoring 9 upwards or a set of double nine dominoes.
Any number of players
Two dice and a means of keeping the score
- Each player rolls the dice but scores only when a double is thrown
- If you roll a double three your total score is zeroed
- The first player to score fifty is the winner and he gives each other player a number of swats equal to the number of counters that player has left
A game of nerve
3 or more players and a pig-master
One dice and a means of keeping the score
- Players agree a target: say twenty-five or fifty or a hundred
- The first player rolls the dice and accumulates score unless he throws a one. If he throws a one his entire score is zeroed and he takes that number of swats. After each throw he can decide to stop, in which case he records his score and passes the die.
When you reach the target you are safe and out of the game
- Use two dice.
- If either throw contains a single one then your score is zeroed and you take the hits.
- If you roll a double-one you score twenty-five
- All other doubles win you double the score or multiply so double three scores nine, 3 x 3
- Other throws score face value
The throw you want is chosen for you by your neighbour...
6 or 4 or 3 or 2 players
Three dice plus matchsticks or counters
- Each player is allocated six or more matchsticks and a number (or range of numbers if fewer than six players, so with two players player A takes 1 3 5 and player B takes 2 4 6)
- Take turns to roll the dice
- If your number is rolled then you put one counter in the pot
- The player who first puts his last counter in the pot is the winner and he gives each other player a number of swats equal to the number of counters now in the pot.
Dice Pontoon - Dice Blackjack - Dice Twenty-one
The aim is to score twenty-one (or not)
Two or more players
Two dice plus matchsticks or counters
- Each player puts the same stake in the pot
- Players take turn turns to roll both dice until their individual total gets up to fourteen, when a score of fourteen has been reached only one die is used
- A player can "stick" at any score of sixteen and over
- Scores higher than twenty-one are "Bust"
- If all players are "Bust" then the pot is kept for the next game and new bets are added to it.
- The player who first scores exactly twenty-one takes a number of hits equal to the number of chips in the pot.
Before play begins, all dominoes are turned face down and mixed. Each player draws five dominoes and stands them on edge before him so that his opponents cannot see his domino faces. The remaining dominoes become the draw pile. Play moves to the left.
Each domino is divided into two parts or ends, each containing a set of spots. A double domino contains matching ends. (6-6, 5-5 etc.) and the player who draws the highest double domino places it in the centre of the table to begin the game. If no double was drawn, all dominoes are returned to the draw pile, reshuffled, and redrawn.
The second player then tries to match one of his dominoes to one end or side of the double. For example, if the first domino played is a double four, the second player may add any one of his dominoes containing four spots on one end. The next player may play to the double four, or he may try to match the end of the second domino layer. Blanks match other blanks. Only one domino may be played at each turn; dominoes are placed lengthways rather than at right angles, except in the case of a double.
If a player cannot match the spots at any open end of a row, he must draw from the extra dominoes until he is able to do so. Should he draw the last domino and still not be able to play, he passes and then tries again on his next turn. A player must play a domino if he is able to do so. Doubles are always placed crosswise to the end they match, thereby giving two new directions in which to place dominoes.
Play continues until one player has used all of his dominoes or until no one can play. If no further plays can be made, and all dominoes have been drawn then the player with the highest total of spots receives that number of swats.
The traditional game is that the player with no dominoes, or with the least number of points (spots) on his remaining dominoes wins the round. He subtracts the total of his points from the total of each of his opponents points and scores the balance of points from each. Rounds continue until one player scores 100.
Dominoes - variations
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Forfeit dominoes was a favourite game in the radio cabin at the bunker: TQB 6/47 - real underground bunker for fantasy military drill and PT
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