SEQUENCES [source: Skip Frey, "Complete Book of Dice Games"] This is an interesting, though somewhat slow-moving game of chance for a family or social gathering. "Sequences" may be played as a gambling game. Playing Time: From 30 to 40 minutes. Number of Players: Any number can play. Number of Dice: Six. Equipment: Score sheet-a simple tally sheet with the names of the players at the top; a dice cup. Object of Game: To reach a target of 100 points. To Start: Each player rolls the dice, and the highest roller begins the game. Play proceeds clockwise. If "Sequences" is being played as a gambling game, each player contributes an equal stake to the pot. The Play: On his turn, each player has one roll of the six dice. The player scores points for his turn only if the six dice contain one or more of the following sequences: If the Throw Contains Then the Player the Sequence: Scores: 1-2 5 points 1-2-3 10 points 1-2-3-4 15 points 1-2-3-4-5 20 points 1-2-3-4-5-6 25 points A cast of five 6's scores 30 points A cast of six 6s scores 60 points Note that any throw which does not produce at least the sequence 1-2 does not score. The number produced by each die of the cast may be used in only one sequence. Thus, a player who throws the combination 1-2-2-3-4-6 scores 15 points for a single 1-2-3-4 sequence, but may not use the 1 to form a 1-2 sequence as well. However, a player whose cast produces two dis- tinct sequences scores points for both sequences in his cast. Four multi-sequence scoring casts are possi- ble: 1-2, 1-2 scores 10 points; 1-2, 1-2-3 scores 15 points; 1-2-3, 1-2-3 scores 20 points; 1-2, 1-2-3-4 scores 20 points. When a cast produces four or more l's, the thrower's entire score for all previous turns is cancelled. The player must begin again from zero. After a player has cast the six dice, he adds up his points for the turn (if any) and enters his total on the score sheet. He then passes the dice to the next player. When a player reaches or exceeds 100 points he is eligible to win the pot. The inning is completed, so that all players have had an equal number of turns. The highest score wins. Thus, if during the fifth round Player A has reached 105 points, play con- tinues until all players have bad their turns. Then if during this round Player C scores a total of 107, Player C wins. Remarks: Experience in playing "Sequences" has shown that about half of a player's casts do not score. An average throw earns 10 points. Thus, a player who avoids a penalty will reach the 100-point total in about twenty turns. However, the penalty (four l's) may strike and wipe out a player's score. Though such a catastrophe is rare, the age-old adage applies: The game is not over until the final cast. The odds are extremely high against a throw resulting in four 1's, and astronomical against throwing six 6's. VARIANT: "Hearts Due" is a variant of "Se- quences" which requires about half the time to play. The more liberal scoring structure for "Hearts Due" is as follows: If the Throw Contains Then the Player the Sequence: Scores: 1 5 points 1-2 10 points 1-2-3 15 points 1-2-3-4 20 points 1-2-3-4-5 25 points 1-2-3-4-5-6 30 points Five 6's 35 points Six 6's 70 points The penalties and the bonuses are the same. Note that in "Hearts Due" only a cast which fails to produce a 1 does not score. A player is likely to reach the 100-point total in fewer than ten turns.