
Object ofthe Game: Score 22 or as close to 22 as you can.
How to play:
You and your opponents start with 4 dice:
2-10 Sided
1-Red 6-Sided (aka KIll Cube)
1-Black 6-Sided
(Or, if those colors aren't available, two of any color, as long as one six-sided die is designated the "kill cube".
Rolling:
All players place their bets in a "Winners Pot". This is the pot that will go to the winner of the game.
You roll your 2 10-sided Dice for your BASE #.
Your opponent does the same.
On your next turn You may roll the BLACK 6-sided die as many times as you want to get 22 or as close to 22 as you can.
HOWEVER
If you roll OVER 22 you may roll the Kill Cube (Red 6-sided) ONCE to add as a "subtractor". This will "Kill" the # that comes up and lower your total (but will not necessarily lower it enough to keep you in the game).
IF the Kill Cube comes up a "6" you MAY RE ROLL it again to further lower your total....this continues until you roll something other than a 6 or you choose not to re-roll the 6 (you do have that option).
You may then choose to stay with that # (assuming its under or at 22) or (on your next turn) keep rolling your black. However, if you go over 22 again you CAN NOT re-roll the (Kill Cube) dice and you loose.
After the rolling the player at or closest to 22 wins, unless its a bust in which case your opponent wins.
Example:
Tyris is playing the house and the house rolls a "20" on its 2-ten sided right out of the gate. It stays with its roll of 20 and rolls no more. (if the House DID want to roll again it would have to wait till after Tyris rolled HIS Base #)
Tyris rolls 2-10 sided die and gets 9+3=12.
(Since the House is "Standing" on it's 20, it doesnt roll, so Tyris can roll again.)
he feels lucky and rolls his black 6-sided die and gets a 5, bringing his total up to 17.
He needs to roll higher to beat the HOUSE score of 20, so he rolls and gets a 6 which brings his total up to 23-a bust.
HOWEVER!
Tyris breaks out his Kill Cube and rolls it, and rolls a 4 (technically a -4) which lowers his total to 19.
So...he must roll again to beat the HOUSE, but if he goes over 22 he LOSES.
But he feels lucky and rolls again-and get a 2!!! he hits 22 and wins the entire pot!!!
In the event that two players tie at the end of a game, the pot is split between the winning players.
Variations:
“Smugglers Pot”
One variation is a “Smugglers Pot”. This is a side pot separate from the winners pot. It is a decided upon amount that all parties add to at the beginning of each game of Smugglers Bones.
To win the Smugglers Pot, a player must roll a “natural” 22. Which is rolling a “10” on each 10-sided die when rolling the BASE # and a “2” on the 6 sided dice upon the next roll. This is the only way to hit a “natural” 22 in the game and can only occur when rolling the Base # and rolling the “2” on the players next turn.
Once the players rolls a “natural 22” they collect the smugglers pot and play resumes as normal.
In the event more than one player rolls a Natural 22 One their Base and Subsequent Roll in the same game, the Smugglers Pot goes to no one and play resumes as normal.