High Rollers Rulesheet


SUBMITTED BY: Guest

DATE: Jan. 16, 2014, 10:17 p.m.

FORMAT: Text only

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  1. Players needed:
  2. 2 contestants
  3. RULES:
  4. The object is to remove the numbers 1 through 9 from a game board by rolling an oversized (computerized) pair of dice.
  5. These numbers are arranged into 3 rows of 3 numbers each. Each row begins with one prize, and a prize is added to each row for every game the row is not won. Each row can take up to five prizes at a time. When a row is cleared of numbers, the contestant who clears it gets control of the prizes in that column; they are only won if that contestant wins the round.
  6. In order to determine who gained control of the dice, the host asks a toss-up question. A contestant who buzzes in with the correct answer, or whose opponent answers incorrectly, earns the chance to either roll the dice, or pass and force the opponent to roll. A contestant who makes a bad roll (one which could not be made with the remaining numbers) loses the game.
  7. Contestants remove numbers from the board based on the value of the roll of the dice, either all by itself or in combinations. For example, if a 10 was rolled, the contestant can remove any available combination that adds up to that number: 1-9, 2-8, 3-7, 4-6, 1-2-7, 1-3-6, 1-4-5, 2-3-5, or 1-2-3-4.
  8. Rolling doubles at any time earns an insurance marker. If a contestant makes a bad roll with one in hand, the marker is taken, and the contestant rolls again. If a double is in itself a bad roll, the insurance marker is immediately used, and the player rolls again. Markers DO NOT carry over between rounds.
  9. Play continues until a contestant either takes the last remaining digit(s) off the board and wins, or makes a bad roll and loses. If the only remaining digit on the board is the number 1, a final toss-up question is asked and the contestant who answers the question correctly wins the round (since it is impossible to make a roll totaling 1 with two dice). The winner of the game keeps whatever prizes were in his or her bank, or a "house minimum" of 500 satoshis.
  10. Two out of three games wins the match.
  11. If a third game is needed, it becomes a SUDDEN DEATH match. One question is asked; the player who has control of the dice from this keeps control and continues rolling until they pass, make a bad roll, or clears the board.
  12. THE BIG NUMBERS:
  13. In short: the champion continually rolls the dice and attempts to knock off the numbers 1–9 from the board, with a large prize for clearing the board.
  14. Insurance markers are still in play.
  15. Each number cleared awards 250 satoshis if the board is not entirely cleared.
  16. Winning the round is worth a progressive jackpot, which begins at 10,000 satoshis and rises by 1,000 for each number left over after a loss.
  17. Champions may return for up to 5 games.

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