Three-Man(Hat Man)
Level Of Play : 4
3+ Players
2 Dice
Before playing, each player rolls to see who is 3-man. The person that rolls
highest becomes three-man. (If their is a tie, have a roll-off between the
players that tied.) Three-man rolls first.
The game is played as follows :
Each player takes turns rolling the dice. If you roll a combination that causes somebody to drink (see list below), you make roll again. You keep rolling until you roll something that doesn't cause somebody to drink, at which time you pass the dice on to the next player. But as long as your roll causes somebody to drink, you keep rolling.
Drinks are given if you roll one of these combinations:
Doubles - Give 1-6 drinks to one player (depending on what # was rolled), and give the other dice to another player. They must roll, and drink that many.
"7-11" - If the value on the die total "7", the person to the roller's left must drink. If the value on the die total "11", the person to the roller's right must drink.
3 - Anytime a Three is rolled on one of the dice, Three Man must drink. (i.e. a 1 & 3, a 5 & 3, two threes, etc)
1 & x : If you roll any combination that contains a 1, something special happens. These special combinations are listed below.
Here is a listing of all 21 possible combinations 1-1 - Doubles - Give one person 1 drink, and make somebody
else roll 1 dice and drink the amount rolled. 1-2 - MAKE A RULE - click
here for examples of rules. 1-3 - Minority - Pick something that applies to 1/2 or
less of the players, and make them drink. (i.e. Everyone wearing a hat,
or all females, or all red-heads, or anyone smoking a cigarette, or all
left-handed midget albino Eskimos wearing a silk hat, etc.....)
Also: 3-Man must drink 1-4 - Finger on Nose - As soon as you see this combination,
you must put your finger on your nose. The last person to do so must
drink. 1-5 - Social - Everybody must drink. 1-6 - 1+6=7 - Player on roller's left must drink. 2-2 - Doubles - Give one person 2 drinks, and make somebody
else roll 1 dice and drink that many. 2-3 - 3-man drinks. 2-4 - NOTHING - pass dice to next player 2-5 - 2+5=7 - Player on roller's left must drink. 2-6 - NOTHING - pass dice to next player 3-3 - Doubles - Give one person 3 drinks, and make somebody
else roll 1 dice and drink that many.
Also : 3-Man takes TWO drinks 3-4 - 3+4=7 - Player on roller's left must drink.
Also : 3man drinks 3-5 - 3man drinks 3-6 - 3man drinks 4-4 - Doubles - Give one person 4 drinks, and make somebody
else roll 1 dice and drink that many. 4-5 - NOTHING - pass dice to next player 4-6 - NOTHING - pass dice to next player 5-5 - Doubles - Give one person 5 drinks, and make somebody
else roll 1 dice and drink that many. 5-6 - 5+6=11 - Player on roller's right must drink. 6-6 - Doubles - Give one person 6 drinks, and make somebody
else roll 1 dice and drink that many.
Other Rules :
Three man drinks every time a "3" is rolled. 3Man will remain 3man until
one of 2 things happens:
3Man rolls a 3 on his own turn (Any combination that contains a
number three). At which time he can make a different player become 3man. He
may choose any player he wishes, but is usually customary to give three-man to a player that hasn't been three-man yet.
By making a rule. If 3man (or any other player) rolls a 1 & 2
they may choose a new 3Man instead of making a rule.
"Sloppy Dice" - If you roll the dice of the table, you must roll the dice
and drink that many.
Some people play with a slightly modified "Doubles" rule. Under this rule, the
player that is forced to roll the dice as a result of a Doubles combination has a
chance to retaliate against the person that tried to make him drink. If the
player can roll the same number as the was rolled in the Doubles pair, the player
that rolled the doubles must drink instead.
Just to make sure I'm clear on this, I'll give you an example.
Player 1 rolls two fours. So, he makes Player 2 drink four
times, and he gives the dice to Player 3 to roll. Normally,
Player 3 would roll the dice, and drink the amount indicated. BUT,
if Player 3 can roll a four, Player 1 must drink four instead.
Odds -
And for those of you who cannot resist the urge to place side bets on a dice game such as this, here is a little statistical info for you.
First the basics...
A die has six sides. Therefore, the odds of rolling any particular number is 1 in 6 (16.66%).
When playing a game with two dice, there are 36 possible combinations (6x6). The odds of rolling any particular combination is 1/6 x 1/6 or 1 in 36 (2.77%). However, in a game such as three-man, most of these combinations are actually duplicates (a 2 and a 4 is the treated the same as a same as a 4 and a 2), so really there are only 21 actual combinations (as shown above). The table below demonstrates this.
#
1
2
3
4
5
6
1
1
2
3
4
5
6
2
--
7
8
9
10
11
3
--
--
12
13
14
15
4
--
--
--
16
17
18
5
--
--
--
--
19
20
6
--
--
--
--
--
21
...And there are your 21 unique combinations. The odds of getting any particular 'doubles' pair is 1 in 36 (2.77%), but since there are six of them, the odds of getting doubles is 1 in 6 (16.66%). Since there are two possible ways of getting any of the other combinations, the odds for each is 1 in 18 (5.55%).
The odds off getting a '3' on one die is 1 in 6, but since you are rolling two dice, the odds of getting a three on either of the dice is doubled to 1 in 3 (33.33%). This means Three-man will probably drink every three rolls.
There are 4 combinations that mean nothing (rolls which cause your turn to end). Since each combination has a 1 in 18 (5.55%) chance of coming up, the odds of rolling any of these four 'loser' combinations is 4 in 18 (or 1 in 4.5 - 22.22%).
Knowing this, we can easily determine the odds for the 'length' of a person's turn.
'Good' Rolls
# Rolls per Turn
At least # rolls per turn
I'll explain this table a little further...
The first column shows us the odds for having a turn that consists of a particular number of 'Good' rolls. (A 'good' roll is considered to be a roll that makes somebody drink, thereby allowing you to make another roll.) It shows that you have a 22.22% (That's 1 in 4.5 for the decimally challenged) chance of rolling nothing at all. You have a 17.28% chance to have a turn that consists of one and only one successful roll. You have a 10.46% chance of having exactly 3 good rolls on your turn.
However, the second column is a cumulative total of your odds of having at least 'x' number of turns. It shows that 77.78% of players will get at least one good roll on their turn. You also have a 60% chance of getting at least two good rolls, and a 47% chance of getting at least three.
Basically, the second column shows that the average turn (about 47% of turns) will consist of at least three rolls. (So, those of you who are interested in Numerology might get a kick out of the fact that the average turn in 'Three-Man' consists of three turns... but probably not.)
Your odds are about the same to roll nothing at all as it is to have a streak of at least 6 good rolls (both occur about 22% of the time). You have a 10% chance of rolling at least 9 good rolls on your turn, and you only have a 1% chance of having a streak that lasts for at least 18 rolls.
And last but not least... The odds of getting 59 good rolls in a row about the same as the odds of getting stuck by lightning in the U.S. (about 1 in 2.8 million). And the odds of getting 72 good rolls in a row are slightly better than winning your average State Lottery in any given week (about 1 in 72,117,406).
(Anybody else notice that you are 25 times more likely to be struck by lightning than to win the lottery jackpot? The next time you feel the urge to play the lottery, do me a favor... just send the money to me. If I'm feeling generous, I'll send you a few million dollars in return. The odds of that happening are pretty slim of course, but are a still a little better than the odds that the state will the pay out :)