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How to Create a New Dice Game

Developing a new game may be easier than you think if you begin by having an idea from an existing game and expand on it. And you can often create a game using common game equipment.

There is a dice game called Shut the Box that uses a pair of dice, and box with a line of twelve hinged tiles containing the numbers from 1 to 12. Each tile can either be standing or lying down.

When several people play the overall game, each plays a solitaire game. At the start of each player's game, the lying tiles are raised in order that they are standing.

Throughout your game, you roll the two dice into the box, and make an effort to set down standing tiles that total the number rolled. If your first roll is really a 7, you can set down the 7, or the 6 and 1, or the 5 and 2, or the 4 and 3, or the 4 and 2 and 1. You continue rolling the dice and setting up tiles and soon you are unable to find standing tiles that match the number rolled. Then you accumulate the numbers on the tiles left standing, and record this as your score.

The tiles are then raised, and the following player starts. When all players have played, the ball player with the lowest score wins.

Now create a new game on the basis of the idea of matching dice rolls to numbers. Substitute a patio of playing cards for the tiles and the box. One suit of cards offers you your 12 numbers and also a King. Minus the King, you may play Shut the Box.

You determine to change the overall game from a series of solitaire games to a game in which the players take turns playing, you start with a starting player and moving clockwise around a circle. To provide each player a more equal chance of scoring (remember the 4 and 2 and 1), each player tries to fit the rely on two dice to the number using one card. To boost the chance of scoring, you add a next die.

With four suits in a patio of cards, the overall game is played as four rounds. At the start of each round, the cards in a single suit are laid face-up on the table.

On your turn, roll the three dice, and try to fit a card to the rely on two of the dice. If you roll a 3, 4, and 6, you may match a 7 (3+4), 9 (3+6) or 10 (4+6). If you're able to match a card, take it. Otherwise the following player rolls.

Due to the Aces and Kings Dark Elder you add the following abnormal matches. When you roll three 1's, you can take the Ace. When you roll three 6's, you can take the King. When you roll two 1's and the Two is finished, you can take the Ace. And whenever you roll two 6's and the Queen is finished, you can take the King.

Continue around the circle until all the cards are gone, or until nobody has taken a card two full times around the circle. Then eliminate the leftover cards, and lay a new suit of cards face-up on the table. The gamer whose turn would have been next becomes the starting player for the newest round. At the conclusion of four rounds, the players count their cards, and the ball player most abundant in cards wins.

You are able to change the principles to produce variations with this game. The Aces and Kings can score three points each. Or you can re-roll two of the dice throughout your turn. Or you can use four dice. Or the leftover cards at the conclusion of each round remain face-up on the table. Or the ball player with minimal cards after four rounds wins.