The Book of Threes

Tripps (also called Threes or Bender’s Delight)

Then each player throws their wager or ante into the middle of the circle, usually about one or two dollars, then each player takes their turn in a clockwise rotation.

To achieve the objectivity of the game you must get the lowest total score after adding up the numbers of all the dice, but remembering to count the three's as zero's. Hence the name of the game.

Then the player rolls all five dice, decides which ones to keep, he or she can keep as many as they wish, but they must keep at least one die on each roll. Once a dice has been chosen it is out of play for the rest of that turn.

To win; the best score you can get is zero. This happens if you roll 3-3-3-3-3, but if that player rolls a 6-6-6-6-6 it is called “shooting the moon” this way that player wins and no one else gets a chance in the rest of that round.

In a tie situation the two players throw another dollar into the middle of the circle and a roll-off begins. The player who wins that round will take all the money form the middle of the circle.

Atlas Rules

Before each round, players ante. An ante can be either monetary or in the form of beer. A game of threes in which players gamble with beer is referred to as "Sippy Dice." In Sippy Dice, players may either award the winner of the round a sip from each of their beers, or a common cup can be used for each player to pour beer into.

To establish the order, players each roll a die simultaneously. Prior to this roll, a player is designated to call either "high" or "low". As the players roll their respective die, the caller calls either high or low, and the player with either the highest or lowest roll wins. In the event of a tie, the players who tied must re-roll, and the previous decision of high or low remains in effect. The winner rolls first, and turns proceed around the circle. All proceeding rounds start with the winner of the previous round.

A player rolls all five dice and decides which ones to keep. The player may keep as many as they desire, but must keep at least one per roll. If a player is unhappy with a roll, the player may opt to keep no dice, but must re-roll and take at least two dice. This option is only available when a player is rolling at least two dice.

If a player rolls and any dice leave the designated play area, the other players must exclaim "That's one!" and player must re-roll. If the player again rolls dice out of the play area, the other players must exclaim "That's two!" and player must re-roll. If this happens three times before the player has completed rolling, the other players must exclaim "That's three!" and the player is automatically disqualified and looks silly.

Dice values and scoring are consistent with traditional Threes. If a player's first roll produces five of the same number (ex: 1-1-1-1-1, 2-2-2-2-2, etc.)that player automatically wins. If a player is the first to roll in a round and consistently rolls high numbers, that player may invoke the "Sadness Rule", thereby forfeiting their turn as not to waste the time of the other players.

In the event of a tie(known as a push), ALL players re-ante and the round is repeated.

Atlas rules also have a strict terminology. The terms refer to either a players final score, or the outcome of a roll.

Scores: 1 – Une Balloon 2 – Dub Sesh 3 – The Name of the Game 7 – Sevsbo

Rolls: Two 3's in one roll – Halle Berry Three 3's in one roll – Halliburton Four 3's in one roll – Hallelujah!

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Three is the Magic Number

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