CENTENNIAL [source: Skip Frey, "How to Win at Dice Games"] This is a simple game of chance, particularly suitable as an instructional game for children learning addition, but a surprisingly rollicking game of fun for a large group of adults. As a social game, "Centennial" can arouse a great deal of excitement if played for a small stake. Each one of the players contributes a similar coin to the pot. To determine who goes first, each player rolls three dice. The one with the highest score begins, and players follow in turn. The one who finishes first wins the pot. There is no second-place money. As the game proceeds and players come nearer to the finish line, the excitement waxes hot. PLAYING TIME From 5 to 15 minutes. NUMBER OF PLAYERS Best for five or more players, but affords fun for even two. NUMBER OF DICE Three. EQUIPMENT Pencil and paper for each player, with the numbers 1 to 12 and 12 to 1 written as below: 1 2 3 4 5 6 7 8 9 10 11 12 12 11 10 9 8 7 6 5 4 3 2 1 OBJECT OF GAME To be the first player to score the numbers 1 to 12, and then 12 to 1, in numerical order. TO START Each player rolls the dice to determine the order of play. The highest roller goes first. Play proceeds clockwise. THE PLAY A player has one cast of the three dice in each turn. The first number he must make is a 1. If any of the three dice on his cast shows a 1, the player crosses out that number on his score sheet. A player failing to produce a 1 on any of the three dice on his first turn has no move. Once a player has crossed out the 1, he must make a 2 to score, then a 3, and so on. He may not cross out any number until he has eliminated the number before it. Thus, an opening roll of 2-3-5 does not score. More than one number may be eliminated in a turn, and the same die may be used to make more than one number. A roll of 1-1-2 on a player's first cast, for instance, would eliminate all the numbers from 1 through 4: a 1 and a 2 are present; 1+2=3; and 1+1+2=4. The best possible opening roll, a 1-24, would eliminate all numbers from 1 through 7. When a player reaches 1 1, he must throw one 12 to cross off that number on his 1-to-12 column, then another 12 to cross off that number on his 12-to-1 column. He then must cross off all numbers in descending order to 1. If a player rolls three 6's while trying for his first 12, he may score both 12's. If he makes the 12 any other way, however, he must make that number a second time before continuing down to 1. A player's turn continues until he fails to score on a cast. The first player to cross off all numbers from 1 to 12 and then from 12 to 1 is the winner. VARIANT "Matterhorn" This game is a variant of "Centennial" in which players are not required to score the numbers in sequence. In this game, the first player to eliminate the numbers 1 through 12 twice (once for the "ascent," once for the "descent") is the winner. As noted, numbers need not be made in numerical order. However, a player must eliminate all the numbers on the ascent (1 through 12) before beginning to work on the descent (12 through 1). A player has one roll of the three dice in a turn. The player crosses off numbers on the score sheet according to the result of his throw. He may elect to use the numbers of his cast individually, or in any combination, but he may use each number only once. For example, a player who throws a 1-24 combination may cross off either: numbers 1, 2, and 4; numbers 3 and 4; numbers 2 and 5; numbers 1 and 6; or number 7. "Matterhorn" demands a good deal more strategy than does "Centennial." In "Matterhorn," it is generally advisable to cross off the higher numbers first. The lower numbers 1 through 6 can be made easily on any throw, but the higher numbers require combinations which are less frequently produced. These higher numbers should be eliminated as quickly as possible. (see also: Everest)