Bi-lingual card game. X-Rated version of Latin America’s most popular dice game. Turns up the sexual heat with each throw of the dice. For 2 or more adult players. Includes: 5 Hot Dice poker dice, 1 dice. Try your luck at Hot Dice for free here today! Start playing Hot Dice online now or learn more about the Hot Dice Specialty game here.
Just like other casino games, Craps has plenty of terms, slang and jargon that can be heard at the Craps table or around it. Knowing these terms makes the game a little easier to understand and play. Don’t be afraid to ask a fellow player or one of the casino employees about any slang terms you hear at the craps table.
Hot Dice Game Rules
Aces – Betting that the next roll will be the total sum of 2.
Any Craps – A bet that the next roll will be 2, 3, or 12.
Any Seven – A bet that the next roll will be 7.
Arm – Term used to describe a player who is skilled at throwing the dice, sometimes even suggesting that the player can alter the result by the way he throws.
Back Line – same as the Don’t Pass Line.
Betting Right – Pass Line and Come bets.
Betting Wrong Vegas flash casino. – Don’t Pass Line and Don’t Come bets.
Big Eight – Even money bet that an 8 is rolled before a 7.
Big Six – Even money bet that a 6 is rolled before a 7.
Big Red – Betting on any 7 being rolled.
Boxcars – Two 6s.
Boxman – The casino employee who sits behind the table between the two dealers and is in charge of the houses’ chips and overseeing all activity on the table
Buffalo – Betting on all the Hard Ways and Any Seven.
Buy Bets- 5% commission paid to the house so that the correct odds are paid
C &E – One time bet that the next roll will be any craps (2, 3, or 12) or 11.
Capped Dice – non standard, crooked dice which are no longer playable.
Center Bets – Also known as proposition bets, they are placed in the center of the table.
Cold Table – Something every Craps player hates! This table is losing often because shooters are not making points.
Come Bet – wager that the shooter will roll his point
Come Out Roll – The first roll by a shooter, either at the beginning of his turn or after he has made a point.
Craps Out – rolling a craps on the come out roll includes loss of pass line bets
Craps – The name of the game as well as a roll of 2, 3 or 12
Dealer 001f- the two casino employees on the sides of the Boxman who handle placing the bets and payouts
Don’t Come – Betting that the shooter will roll a 7 before he rolls his point.
Don’t Pass Bet – Making a bet against the dice before a Come Out roll.
Don’t Pass Bar – opposite of a Pass Line bet
Double Odds – Doubles the initial Pass Line, Don’t Pass Line, Come, Don’t Come bets.
Easy Way – A dice roll of 4, 6, 8, and 10 with each die having a different number.
Edge – The casino’s advantage over the player.
Even Money – 1:1 payout
Field Bet – A bet on 2, 3, 4, 9, 10, 11 or 12.
Floorman – casino employee who stands behind the craps table, dealers with players and credit
Free Odds Bet – Taken at true odds.
Front Line – Same as the Pass Line.
Hard Way- Betting on a 4, 6, 8 or 10 when both dice are the same number
Hi-Lo – One roll bet that the next roll will be a 2 or 12
Hope Bet – Single time bet that the dice will land on specific numbers.
Horn Bet – A bet on 2, 3, 11 and 12 with the same amount.
Horn High Bet – bet amount is split into five parts. Two parts on the high number 12 and three units for the other numbers 2, 3 and 11.
Hot Table – The best kind to play on! A Hot Table will have shooters making points and lots of money for other players. You can always spot these tables by the crowds around them and the noise coming from them.
Inside Numbers – 5, 6, 8 and 9. Used mostly when placing bets dice
Line Bet – Bet on the Pass Line or Don’t Pass Line.
Lay Bet – Betting that a point number will not be rolled before a 7 is thrown
Lay Odds – Additional odds bet against the dice
Layout – painted marks on the felt showing all bets that can be made
Little Joe – A Hard 4 or rolling 2 2s
Loaded dice – dice that are weighted, results in specific rolled numbers
MarkerBuck/Puck- A Plastic disk that the dealers use to mark the point on the Craps table; ‘Off’ or ‘On’.
Midnight – One time roll bet on 12.
![Hot dice game mats Hot dice game mats](https://superhotgame.com/wp-content/uploads/2016/07/superhot_box_3d_white.jpg)
Natural – 7 or 11 on the come out roll.
Odds – ratio of an event occurring, generally the amount paid out per winning bet
Off – bets will not be active on the next dice roll.
On – active
One Roll Bets – betting on a single dice roll
Outside Numbers – 4, 5 9, and 10.
Parlay – Using winnings to increase a bet, usually double (let it ride/ press the bet).
Pass Line (Bet) – Betting the dice will win or pass.
Payoff – winnings on a wager
Pit Boss – Casino employee responsible for all craps tables in one area of casino
Place Bet – betting a point number will be thrown before a 7 comes out.
Place Numbers – 4, 5, 6, 8, 9, 10.
Point – number established on Come Out roll 4, 5, 6, 8, 9, and 10
Point Number – One of the numbers 4, 5, 6, 8, 9 and 10 determined on the come out roll.
Press (a Bet) – use winnings to double a bet.
Proposition Bets – Prop Bets – single roll bets and the hardway bet.
Rail – The grooved area along the top of the craps table where chips are kept
Right Bettor – A player who bets that the shooter will make the Point.
Roll- single throw of the dice
Rounding – Payout rounding. Rounding up or down the amount.
Seven Out – When a 7 is thrown after a point has been established and before the point number is rolled again thus ending the shooters turn.
Shooter - The player who is currently rolling the dice.
Snake Eyes – When you roll a two in craps. Each die looks like a snake’s eye
Stickman – A casino employee standing opposite the Boxman who calls out the dice rolls and returns the dice to the shooter, also responsible for the placing and paying the proposition bets.
Toke – A tip given to the dealer usually made on a line or prop bet
The Point – The number established on the come-out roll. Only place numbers (4, 5, 6, 8, 9, and 10) can become the point. The shooter attempts to roll the point number again before throwing a 7 in order to win that round of pass line or come betting.
Three-way Craps – A bet made in units of 3 with one unit on 2, one unit on 3, and one unit on 12.
True Odds- odds a particular number will be rolled on any single dice roll
Unit – bet size used as standard of measurement
Vigorish – or Vig. The casino edge or commission taken by the house.
Working – Bets that are active on any given roll
Whirl Bet – Betting on 2, 3, 7, 11 or 12 with the same amount.
Wrong Bettor – A player betting the dice will not pass. A player who bets the shooter will not make the point and instead he will Seven-Out.
Yo – The number 11. Also called Yo-leven
Farkle, or Farkel, is a dice game has also been called or is similar to 1000/5000/10000, Cosmic Wimpout, Greed, Hot Dice,[1] Squelch,[2] Zilch,[3] or Zonk. Its origins as a folk game are unknown, but the game dates back to at least the mid 1980s.[4] It has been marketed commercially since 1996 under the brand name Pocket Farkel by Legendary Games Inc.[5][6] While the basic rules are well-established, there is a wide range of variation in both scoring and play, as described below.[1][6][7][8][9]
Equipment[edit]
- Dice (6, or 5 in some variations)
- Paper and a pencil or pen for keeping score
Play[edit]
College roommates playing Farkle in their dorm, 2010
Farkle is played by two or more players, with each player in succession having a turn at throwing the dice. Each player's turn results in a score, and the scores for each player accumulate to some winning total (usually 10,000).
- At the beginning of each turn, the player throws all the dice at once.
- After each throw, one or more scoring dice must be set aside (see sections on scoring below).
- The player may then either end their turn and bank the score accumulated so far, or continue to throw the remaining dice.
- If the player has scored all six dice, they have 'hot dice' and may continue their turn with a new throw of all six dice, adding to the score they have already accumulated. There is no limit to the number of 'hot dice' a player may roll in one turn.
- If none of the dice score in any given throw, the player has 'farkled' and all points for that turn are lost.
- At the end of the player's turn, the dice are handed to the next player in succession (usually in clockwise rotation, viewing the table from above), and they have their turn.
Once a player has achieved a winning point total, each other player has one last turn to score enough points to surpass that high-score.
Standard scoring[edit]
The following scores for single dice or combinations of dice are widely established, in that they are common to all or nearly all of the above-cited descriptions of farkle scoring.
Hot Dice Game
Dice combination | Score |
---|---|
Each 1 | 100 |
Each 5 | 50 |
Three 1s | 1000 |
Three 2s | 200 |
Three 3s | 300 |
Three 4s | 400 |
Three 5s | 500 |
Three 6s | 600 |
For example, if a player throws 1-2-3-3-3-5, they could do any of the following:
- score three 3s as 300 and then throw the remaining three dice
- score the single 1 as 100 and then throw the remaining five dice
- score the single 5 as 50 and then throw the remaining five dice
- score three 3s, the single 1, and the single 5 for a total of 450 and then throw the remaining dice
- score three 3s, the single 1, and the single 5 for a total of 450 and stop, banking 450 points in that turn
This is not an exhaustive list of plays based on that throw, but it covers the most likely ones. If the player continues throwing, as in any of the above cases except the last, they risk farkling and thus losing all accumulated points. On the other hand, if they score five dice and have only one die to throw, they have a 1 in 3 chance of scoring a single 1 or a single 5, and then having scored all six dice they will have 'hot dice' and can throw all six dice again to further increase their score.
Each scoring combination must be achieved in a single throw. For example, if a player has already set aside two individual 1s and then throws a third with the four dice remaining, they do not have a triplet of 1s for a score of 1000 but merely three individual 1s for a score of 300.
Scoring variations[edit]
Since farkle is a folk game, variant rules are used in different playing communities. While the standard rules described above are widely used, even they are not universal. For example, the commercially marketed game of Pocket Farkel differs in that three 1s are scored as 300 rather than 1000.[6] In addition, some players score one or more combinations of dice beyond the standard ones. Those variations include the following.
- No scoring dice are rolled (e.g. 2-2-3-4-6-6) is scored as 500.
- Three pair (e.g., 1-1-4-4-6-6) is scored as 500, 600, 750, 1000, or 1500.
- A straight (1-2-3-4-5-6) is scored as 1000, 1200, 1500, or 2500.
- A full house (three of a kind and a pair) is scored as the three of a kind value plus 250. e.g. 3-3-3-2-2 = 550, 4-4-4-3-3 = 650, 5-5-5-1-1 = 750, 1-1-1-3-3 = 1250
- Four, five and six of a kind are scored in one of 3 ways: adding, doubling or set value:
- Adding, for each additional matching die above 3 of a kind, the 3 of a kind score is added. e.g. 3-3-3 = 300, 3-3-3-3 = 300 + 300 (600), 3-3-3-3-3 = 300 + 300 + 300 (900) and 3-3-3-3-3-3 = 300 + 300 + 300 + 300 (1200).
- Doubling, for each additional matching die above 3, 4 or 5 of a kind the score is doubled. e.g. 3-3-3 = 300, 3-3-3-3 = 300 × 2 (600), 3-3-3-3-3 = 300 × 2 × 2 (1200) and 3-3-3-3-3-3 = 300 × 2 × 2 × 2 (2400)
- Set value, 4 of a kind is scored as 1000 or 2000, 5 of a kind is scored as 2000 or 4000 and 6 of a kind is scored as 3000, 6000 or 10000
Dice value | 3 of a kind | Adding | Doubling | Set value | ||||||
---|---|---|---|---|---|---|---|---|---|---|
4 of a kind | 5 of a kind | 6 of a kind | 4 of a kind | 5 of a kind | 6 of a kind | 4 of a kind | 5 of a kind | 6 of a kind | ||
Two | 200 | 400 | 600 | 800 | 400 | 800 | 1600 | 1000 or 2000 | 2000 or 4000 | 3000, 6000 or 10000 |
One (low)[6] | 300 | 600 | 900 | 1200 | 600 | 1200 | 2400 | |||
Three | 300 | 600 | 900 | 1200 | 600 | 1200 | 2400 | |||
Four | 400 | 800 | 1200 | 1600 | 800 | 1600 | 3200 | |||
Five | 500 | 1000 | 1500 | 2000 | 1000 | 2000 | 4000 | |||
Six | 600 | 1200 | 1800 | 2400 | 1200 | 2400 | 4800 | |||
One (high) | 1000 | 2000 | 3000 | 4000 | 2000 | 4000 | 8000 |
Like the standard combinations, any of these variant combinations must be achieved in a single throw.
These are the variations listed in the above-cited descriptions of farkle scoring, but further variations presumably exist. Since it is a folk game, players are free to agree upon whatever scores they choose for whatever combinations they choose to recognize.
Play variations[edit]
Some farkle rules also incorporate one or more of the following variations in the sequence of play.
- Players may be required to achieve a certain threshold score in their opening turn or turns, before they can begin scoring. Thresholds of 350, 400, 500, or 1000 are used. At the beginning of a game, each player must continue throwing in their turn until they either farkle or reach the threshold. After having reached the threshold once, they are free to stop throwing in subsequent turns whenever they choose.
- Play is almost always to 10,000, but can be to 20,000.
- In a variant described as 'piggybacking' or 'high-stakes', each player after the first can choose to begin their turn either with a fresh set of six dice, or by throwing the dice remaining after the previous player has completed their turn. For example, if a player banks three 1's for a score of 1000, the next player may choose to roll the remaining three dice. If they score at least one die, they score 1000 plus whatever additional score they accumulate. Players may thus assume the greater risk of farkling for the chance of scoring the points already accumulated by the player before them. If a player ends their turn on a 'hot dice', the next player may 'piggyback' using all six dice.
- Players may be required to make at least one additional throw when they have hot dice, even if they have accumulated a high enough score that they would choose not to risk farkling.
- Three farkles in a row can result in a deduction of 500[10] or 1000 points from the player's score.
- Another variation is using five dice instead of six. In this version, players cannot score three pair, and this variation often couples an 'instant' win option, where on the first roll of the five dice on any turn, if the player rolls five of a kind, that player instantly wins the game, regardless of the scores to that point.
- An end-of-game variation described as 'welfare' requires the winner to score exactly 10,000 points. If a player scores more than 10,000 points, then all points scored in that turn are given to the player with the lowest score.
Probabilities[edit]
Following are the probabilities of scoring combinations in the initial throw of six dice.
Dice combination | Probability |
---|---|
Three of a kind | 1 in 3.240 |
Four of a kind | 1 in 20.736 |
Three pair | 1 in 25.92 |
Straight | 1 in 64.8 |
Two triplets | 1 in 155.52 |
Five of a kind | 1 in 259.2 |
Six of a kind | 1 in 7776 |
For the most part, less probable combinations are scored higher than more probable combinations (see Scoring Variations).
Free Hot Dice Games
Following are the probabilities of scoring combinations in subsequent throws of the dice.
Dice combination | Five dice left | Four dice left | Three dice left |
---|---|---|---|
Three of a kind | 1 in 5.184 | 1 in 10.8 | 1 in 36 |
Four of a kind | 1 in 51.84 | 1 in 216 | N/A |
Five of a kind | 1 in 1296 | N/A | N/A |
Following are the probabilities of farkling if all variant scoring combinations are allowed, depending on the number of dice thrown.
Dice thrown | Probability |
---|---|
6 | 1 in 43.2 (5 in 216) |
5 | 1 in 13 |
4 | 1 in 6.35 (20 in 127) |
3 | 1 in 3.6 (5 in 18) |
2 | 1 in 2.25 (4 in 9) |
1 | 1 in 1.5 (2 in 3) |
Three-pair is the only scoring variation that alters the likelihood of farkling, and only on the initial throw of six dice. If three pairs are not scored, the probability of farkling on the initial throw increases to 1 in 32.4 (5 in 162).
Following are the probabilities of making hot dice in a single throw if all variant scoring combinations are allowed, depending on the number of dice thrown.
Dice thrown | Probability |
---|---|
6 | 1 in 12 |
5 | 1 in 32 |
4 | 1 in 25 |
3 | 1 in 18 |
2 | 1 in 9 |
1 | 1 in 3 |
If no variant scoring combinations are allowed, the probabilities of making hot dice are decreased only slightly for 4-6 dice thrown, and unchanged for 1-3 dice thrown. Odds for these and other die combinations with explanations and simulation results can be found elsewhere.[11]
Effects of scoring variations[edit]
Scoring additional combinations such as straights and three pairs increases the speed of play by awarding high scores for low probability events that otherwise would score little or nothing (for example, a straight with standard scoring is worth only 150 for the single 1 and single 5). To assess the impact of scoring variations, the following table shows the average score on the initial throw of six dice, assuming that all scoring dice are banked and ignoring any additional scores that would be made on a re-roll of hot dice. The first row shows the average score with standard scoring, and the other rows show the increment in that average for each scoring variant that is used in play.
![Game Game](https://d.wattpad.com/story_parts/535422362/images/15618191c0032a6e861838930733.jpg)
The numbers in the table are calculated based on the following scores for variant combinations:
- Four of a kind scores three times the score of the corresponding triplet.
- Five of a kind scores five times the score of the corresponding triplet.
- Six of a kind scores ten times the score of the corresponding triplet.
- A straight scores 2500.
- Three pair scores 1500.
Scoring combination | Average score on initial throw |
---|---|
Standard scoring | 302 |
Four of a kind | +47 |
Five of a kind | +8 |
Six of a kind | +0.6 |
Straight | +37 |
Three pair | +52 |
Total (all combinations) | 446.6 |
The impact of four or five of a kind is substantially similar if they are scored as 1000 and 2000, respectively. If lower scores are awarded for straights or three pairs, the impact on average scoring will be proportionately lower.
The above table somewhat overstates the impact of straight and three pair on overall speed of play, as they only score on the initial throw of six dice.
Related games[edit]
References[edit]
- ^ ab'Farkle Rules'. Smart Box Design. Retrieved 2007-07-24.
- ^'Squelch v1.2'. Retrieved 2010-07-13.
- ^'Zilch'. Retrieved 2014-09-11.
- ^Rice, Wayne; Yaconelli, Mike (1986). Play It!: Over 400 Great Games for Groups. Zondervan. p. 210. ISBN9780310351917.
- ^Farkel maker finds new home
- ^ abcd'Frequently Asked Questions'. Pocket Farkel. Archived from the original on 2011-08-12. Retrieved 2007-07-24.CS1 maint: BOT: original-url status unknown (link)
- ^'My New Favorite Party Game -Farkel'. Retrieved 2007-07-24.
- ^'Farkle Deluxe'. Elverson Puzzle. Retrieved 2007-07-24.
- ^'Farkle, a game of dice'. The Renaissance Store. Retrieved 2007-07-24.
- ^'Zilch (rules and scoring)'. Retrieved 2014-09-11.
- ^Farkle Odds, Odds with complete derivation and simulation results
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