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Partnership Straight Scarney Dice

Partnership Scarney poker dice is a game for four players, two against two, as partners. The rules for Scarney Straight Dice apply with the following exceptions and additional rules:

  1. Each player throws five dice for partners the holders of the two highest number totals (dead dice count nothing) are teamed up against the hodlers of the two lowest. If for partners, one or more extra throws must take place until the ties are broken. Partners seat themselves opposite each other, and the holder of the highest total number is the first to the left, clockwise, from player to player.
  2. At the completion of a game (seven frames for each player), partners’ game scores are added together and the side with the highest total score takes the pot. winning partners divide the pot equally.

Note: Team play can be extended to six persons, three against three.

Scarney 3000 ®

Scarney 3000 rivals Straight Scarney Dice as a most exciting bar, club, and home dice game. It is the favorite dice game of the members of the John Scarne Game Club of my hometown of Fairview, New Jersey. A game consists of an undertermined number of rounds of play, and the player who first obtains a score of 3000 points or more wins the game and receives the difference in points between his total and that of each of the losing players.
Requirements. Any number can play, each playing for himself. Five Scarney Dice, a dice cup, and pencil and paper to keep score are used to play the game.
Seating positions and Turn of Play. They are the same as those prescribed under Straight Scarney Dice.
Point Values of the Dice. Any dice throw which contains one or two dead dice is a point-scoring throw and each dead die is valued at 50 points. A dice throw containing three, four, or five dead dice is a bonus hand (see Point Values of Bonus Hands). The only time the point numbers (1’s, 3’s, 4’s and 6’s) have any value is in bonus hands. Otherwise they are known as “bust dice” and count nothing zero points.
Points Values of Bonus Hands. Any dice throw containing three or more dice of the same number, aces, threes, fours, sixes, is considered a bonus hand when accompanied by one or two dead dice on the same throw, or if one or more dead dice appear on the next toss. Throwing a dead die with a bonus hand or on the next roll is known as “confirming the bonus.”
Any dice throw containing three or more dead dice is also a bonus hand but needs no confirmation because dead dice are point-scoring dice. Bonus hands are valued as shown in the table scorring at the bottom of this page.
Rules for Bonus Hands.

  1. If a dice throw contains a bonus hand plus one or two dead dice, the hand is confirmed and all points scored on the hand including 50 points for each dead die count.
  2. If a dice throw reveals a potential bonus but does not include a dead die, the bonus hand is not confirmed and the player must put aside the bonus dice and throw the remaining dice or the five put-aside dice whichever the case may be. If this subsequent throw contains one or more dead dice, the bonus hand is confirmed and all points made on the hand count.
  3. If the confirming throw does not contain a dead die but does contain another potential bonus, the player throws again in an attempt to confirm all points made on the hand.
  4. If the confirming throw does not show a dead die, the potential bonus hand is busted and all previously made points for the hand plus the potential bonus points are canceled out. The player scores zero points for the hand and passes the dice and cup to the player on his left.
  5. A bonus throw made up of dead dice does not require confirmation since they are point-scoring dice.

The Play. At each turn of play, unless a player throws a bust hand, he must throw the dice until he scores a minimum of 200 points. Then he can do one of two thinks: (1) he can “stand” (pass) and enter his score on the score sheet and pass the dice and cup to the player on his left, or (2) he can continue to throw the dice in an attempt to better his score. If, however, he throws a bust hand, his score. If, however, he throws a bust hand, his turn immediately ends, he scores nothing, and the turn of play passes to the player on his left.

The Play in Detail.

  1. The shooter shakes the five dice inside the cut and throws them onto the table. If he fails to throw a dead die or a bonus hand, he calls, “Bust,” and passes the dice and cup to the player on his left, his turn of play being ended.
  2. If the shooter throws a hand whose point total is less than 200, such as dead 3-4-6-6, he counts aloud 50 points for the dead die and puts it aside with the dead side facing upwards.
  3. He returns the non-scoring (3-4-6-6) dice back into the cup and throws these four dice again. The second throw shows dead-3-6-6, the shooter counts aloud 50 for the dead die, puts it aside with the previously scored dead die, and calls aloud his point total which is now 100.
  4. He next places the three non-scoring dice (3-6-6) back into the cup and throws them again. This throw reveals two dead dice and a 6. The shooter adds the 100 points for the two dead dice to his 100 previously scored points and calls aloud 200. He then puts the two previously put-aside dice.
  5. Since the shooter has scored the required 200 points for a score to be valid, he may do one of two things: (1) he may call “Stand,” and pass the cut and dice to the player on his left and enter the 200 points to his credit on the score sheet, or (2) he may call “Hit,” and throw the remaining non-scoring die in an attempt to better his 200 point score. If, however, the shooter throws the non-scoring die and it fails to show dead, the hand is busted and the player scores nothing for the hand. but, if the throw produces a point-scoring dead die, its 50 point value is added to the previously scored 200 points, and he calls “250” aloud. The player then may as before stand or hit, and throw out the five put-aside dice and continue the same procedure of play as described above until he decides to stand or until he busts.
  6. If during his turn of play, a player should throw a potential bonus hand, the rules as described under Rules for Bonus Hands apply.
  7. The procedure of placing point-scoring dice aside and rethrowing the non-scoring dice continues until one of two things happen: either the player throws a bust hand and loses the dice as well as all points scored for the hand, or the player sys, “I stand,” and enters his scored points which must be 200 or more for each round of play. The dice and cup are then passed to the player on his left.
  8. A online poker player never enters his hand score until he decides to stand and his turn of play is finished.

Bonus Hands

Point Values

Bonus Hands

Point Vales

Bonus Hands

Point Value

3 Dead

200

4 Dead

400

5 Dead

3000

3 Aces (1’s)

100

4 Aces (1’s)

200

5 Aces (1’s)

3000

3 Threes (3’s)

300

4 Threes (3’s)

900

5 Threes (3’s)a

3000

3 Fours (4’s)

400

4 four (4’s)

800

5 Four (4’s)

3000

3 Sixes (6’s)

900

4 Sixes

1200

5 sixes (6’s)

3000

End of Game. The game ends when a player scores 3000 or more points. By so doing, he wins the game and gets credit for the point difference between his score and that of each opponent.
Following is a sample score sheet of a Scarney 3000 game played by four persons. The score for each player’s turn of play is written down to the left of the dash and the cumulative score to the right. This makes it known to each player at all times what the total score is and how far below or above the 3000-point game mark each player is. Bust hands are not entered on the score sheet.

A

B

C

D

200-200

200-200

450-450

900-900

450-650

200-400

200-650

800-1400

200-850

550-950

200-850

1900-3300

950-1800

200-1150

300-1150

2850

1150

1800

3300

Players D, the winner of the game, with 3300 points is well over the 3000-point mark for game. Because the game was played for points, a owes D 450 points, the difference between his final game score of 2850 and D’s 3300. B owes D 2150 points and C owes D 1500 points.
Note: For players who prefer a longer game, 5000-point game is recommended.

Partnership Scarney 3000

This is four-handed Scarney 3000. Two players are teamed against the other two. The rules for Scarney 3000 apply with the following exceptions and additional poker rules .

  1. Each player throws five dice for partners, holders of the two highest number totals (dead dice count nothing) are teamed against the holders of the two lowest. If three or four-way ties occur on the throw for partners, one or more extra throws must take place until the ties are broken. Partners seat themselves opposite each other, and the holder of the highest number total starts the game by becoming the first shooter. From then on, each player’s turn of play moves to the left, clockwise from player to player.
  2. The score sheet heading is marked “They” and “We.” Each player enters his hand score under his partnership heading and when a partnership’s score totals 3000 or more points, the game ends and each of the winning partners collects the total point difference between their total and that of the losing partnership.

Note: Team play can be extended to six persons, three against three.

Scarney Put-and-Take Dice

Scarney Put-and-Take Dice is without a doubt one of the best poker style betting dice games in history. It combines the ante and pot-building flavor of Poker, the double-down psychology of Black Jack, and the thrill and chance uncertainty of dice throwing.
Requirements. Scarney Put-and-Take Dice can be played by as many players as can sit around the playing surface. Three Scarney dice, a dice cup, and a set of gaming chips are used to play the game. The main objective of the game is to throw Scarney (any three of a kind including three dead dice), which wins the game and takes the pot.
Selecting Seating Positions and Turn of Play. Each player shakes the three dice inside the cup and throws them onto the playing surface. The player throwing the highest total (dead dice count zero) takes any seat and is the first shooter. The player throwing the highest total (dead dice count zero) takes any seat and is the first shooter. The player throwing the second highest sits on his left and shoots second, and so on. Tying players continue to throw until the ties are broken. Upon completion of a round, the right to start the next round goes to the player on the left of the previous poker winner .
The Ante. Each player, before the round (game) gets started, antes (puts) an agreed upon equal number of chips in the center of the playing surface, known as the pot. each player must ante in turn starting with the first shooter and rotating clockwise.
The Play. Each player’s turn of play is governed by the following rules:

  1. The shooter places the three dice in the cup and, after a proper shake, promptly throws them onto the playing surface.
  2. When the thrown dice show two dead dice and a number, known as a put, the shooter must pass the dice to the player on his left and contribute to the pot an equal number of chips as there are spots on the third numbered die. Examples: The shooter throws two dead dice and a four; he must put four chips into the pot. the shooter throws two dead dice and a six; he must put six chips into the pot; and so on.
  3. When the thrown dice show a double (two identical numbers) and single (different number or a dead), known as a take, the shooter takes from the pot an equal number of chips as spots shown on the single die and throws again. Examples: The shooter throws two threes and a dead die; since a dead die counts zero, no chips are taken from the pot. this is known as a push or standoff and the shooter throws again. The shooter throws two fours and a six; he removes six chips from the pot; and so on.
  4. When the shooter throws threes singles (three different numbers) or two singles and a dead die, such as 1-3-6, 3-4-6, 3-4-dead, and so on, the throw does not count and the shooter throws again. This is known as a split, in-between, neutral, or no decision throw.
  5. When a shooter throw a three of a kind, including three dead dice (1-1-1, 3-3-3, 4-4-4, 6-6-6, or dead-dead-dead), he calls “Scarney,” is declared the winner of the round, and takes the pot.
  6. Before any throw of the dice the shooter may, if he cares to, call “Double down.” The double-down option gives the shooter an opportunity on a possible hit to take double the number of chips from the pot as the take indicates. Example: The shooter’s throw is 4-4-6. He simply doubles the 6 and takes 12 chips from the pot. If when doubling

down, however, the shooter throws a put, he must put double the number of chips that the put indicates. Example: The shooter’s put shows dead-dead-4. He simply doubles the 4 and puts eight chips into the pot.

  1. To emphasize: A player continues to throws the dice until he throws a put and passes the dice to the player on his left and so it goes, from player to player , until a player throws Scarney and wins the pot.
  2. Should the number of chips in the pot be reduced to five or less, each player puts into the pot an amount equal to the original ante. Should a player throw a take on a double down and the number of chips in the pot is less than the take calls for, there is no redress; he simply takes the remaining chips in the pot and a new round gets underway,