SKULLS: a game for any number of people
Copyright 1992 by Flying Buffalo Inc
Created by Rick Loomis
I wrote these rules back in 1992 to have something to insert with a tube of our "death dice" for retail sale in stores. It is a lot like Cosmic Wimpout and many other dice rolling games. It differs mostly in its reference to dice with a skull in place of the "one" pip.
Required: two "death dice", paper and pencils
This game is played in six rounds. The object is to get the highest score after six rounds. Each of the two dice has a number on five of the six sides and a skull on the sixth side.
Determine which player will go first by any convenient method. (We recommend using Flying Buffalo's "Decision Dice"). First player rolls two dice. If no skulls are showing, the player adds the two numbers, showing the score for the round so far. Now he or she has the option of rolling again, or passing the dice to the next player. If he passes the dice, his turn is over, and the score he has so far rolled is "protected". If he decides to roll again, he may get more points, but he may also lose all the points he has received so far that round. A player may continue to roll the dice until he decides to pass them, or until he rolls one or more skulls. If a player rolls one skull, he or she loses all the points he has gained that round, and gets a score of zero for that round. He must then pass the dice to the next player. If a player rolls two skulls, he loses all the points he has gained that round, AND in all previous rounds (the "protected" points). He must then pass the dice to the next player.
After all the players have had a chance to roll the dice, draw a line under the scores to signify that the scores above the line are "protected" (i.e. can not be wiped out by the roll of a single skull).
In the following rounds, the players roll the dice in order of their score so far. The player with the highest score at the end of the first round will roll first for the second round. Second highest will roll second, and so on. There is an advantage to going last, so the player with the lowest score is given that spot. If two players are tied for score, they may roll a die or flip a coin or play "paper, rock, scissors" to determine who must play first.
At the end of six rounds, the player with the highest score wins. If two players are tied for highest score, then all players must play another round. Each round, every player must roll at least once.
HINT: although the odds of rolling a skull on any one roll are always the same as any other roll, the more times you roll in one round, the more points you are risking.
Now of course, you have to buy some Death Dice!
OUTSIDE THE USA CUSTOMERS CLICK here.
DEATH DICE tm: Regular 5/8" six-sided dice with a special
skull design instead of the "1". Great for "Squad Leader" or for
rolling up "Wandering Monsters".
Colors usually available: Black w/white spots, Black w/red spots,
White, Red, Green, Blue, Yellow, Ivory, Orange, Purple, Violet,
Transparent, or "Gem" Red(out), Gem Green (out), Gem Yellow, Gem Blue,
Gem Pink, Gem Orange, Gem Purple, Clear, and Smoke.
Not all colors may be in stock at any one time--if your color is unavailable a different color will be substituted unless you specify otherwise. - $1.50 per pair. or $4.50 for a tube of 5 assorted colors in a reusable tube with the rules to the game "skulls".
To buy a tube of 5 assorted colors:
SPECIAL DEATH DICE tm: Glow in the dark, -(sorry out of stock)
"Lightning" Death Dice where the spots and the skull glow in the dark: Gem Red(out) , Gem Green, Gem Blue (out), Gem Yellow, Gem Purple, - $1 each.
‘Elemental’ Death Dice: Air, Fire, Earth, Water, Jungle Camo, Desert Camo, - $1 each.
NOTE: Other death dice above are priced at $1.50 a pair. The 'lightning' and 'elemental' dice are priced at $1 EACH.
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