Post by billmcdee on Feb 1, 2016 10:52:57 GMT -5
Please let me know if you have any questions or comments.
There are some variations to Doug's rules.
HOT DICE (with Bill McDee)
Just as Doug did, I am including the disclaimer that this game is not played for any actual cash or prizes, only for fun!
Also, similar to what Doug did, there will be a qualifying question to determine who gets to play.
In order to better give players a bit more control of the dice, rather than using a randomizing program, the "dice"
will be a deck of 36 cards which I will have, each one with a different dice outcome printed on it.
When it is a player's turn to roll, I will shuffle the dice deck and then ask the player to select a number
that is higher than 0 but lower than 37. The card selected will represent their roll total.
After every roll, the deck will be reshuffled to make each selection a truly random event.
The winner of the match is the first player to win 2 games.
The first two games will consist of four question rounds (instead of six) plus one catch-up round.
The third game, if necessary, will be a sudden death tie-breaking game. The rules for that third game will be
shared later on in this post.
A question with two (2) or three (3) possible answers will be asked. Only one answer will be correct.
Once the question is asked, I will request each player to message me a buzz code via private message.
Buzz codes can be from 1 to 100, inclusive.
The player who comes closest to the actual buzz code, high or low, will win control of the question.
If both players submit a buzz code that is equidistant from the actual buzz code, the player who submitted their code
first will be the one to have buzzed in.
For example - The actual buzzcode is 50. Tom's message arrives first and his code is 75. Jane's message arrives
second and her guess is 25. Both are 25 away from the actual buzz code, but Tom would be deemed the one to have
buzzed in first since his message was the first one received.
The player who buzzed in first will have the option to either answer the question themselves
or challenge their opponent to answer.
A correct answer wins control of the Hot Dice.
An incorrect answer, or taking too much time to answer (48 hour deadline) will forfeit control of the Hot Dice to the other
player automatically.
Come Out Roll - During the first four rounds, also known as the question rounds, the first roll of the dice,
known as the come out roll, is a safe roll. During the catch-up round, the first roll is not necessarily safe.
Whatever number is rolled will be multiplied by $50 (e.g. the roll of an 8 would start the pot off with $400).
The player can stop and bank the money in the pot, or risk it by rolling again.
Any subsequent roll that totals 7 means the player forfeits the pot.
A new twist of strategy is being added to the game. If a player forfeits the pot, their opponent will get to take one roll
of the Hot Dice in an attempt to steal the pot away.
If during a steal attempt, the other player rolls a 7, they will win the pot and the game continues.
If during a steal attempt the other player rolls a DOUBLE, they will win DOUBLE the pot and the game continues.
If during a steal attempt anything other than a 7 or a double is rolled, no money is won by either player, and the game
continues.
Double Decision Board - This is inactive during the come out roll during the question round and inactive during a steal attempt. It is however immediately active for the come out roll during the Catch Up round.
If a player rolls doubles AFTER their come out roll, they can elect to either take $50 per point
or they can select 1 of 9 numbers from the Double Decision Board.
The Double Decision Board is shuffled prior to the player making a selection from it.
The Double Decision Board contains the following:
1 card says "$25 Per Point". This means losing half the value of the roll.
2 cards that say "$75 per point", instead of $50 per point.
1 card that says "$100 per point", thus doubling the value of the roll.
1 card that has shows a pair of dice totaling 7. This means the player forfeits the pot and their opponent gets one chance to steal it.
1 card that says "$150 per point", this tripling the value of the roll.
1 card that has a stop sign. This means the current round is over and the player simply banks all the money in the pot.
1 card has an insurance marker.
Insurance markers can only be used during the game in which it is picked.
An insurance marker staves off a bad roll of a seven, however the player must roll again right away.
1 card says "Odd or Even?". The player in control will roll the dice once more, but before doing so, they must
correctly predict if the roll will be odd or even.
A correct prediction means the player in control keeps the pot and his turn ends.
An incorrect prediction means the other player wins the pot and the turn ends.
For the "Odd or Even?" roll, if a player guesses odd and rolls a 7, they win. In this case, the 7 is safe.
THE CATCH UP ROUND
(Sponsored by Heinz Ketchup)
After 4 questions have been answered and 4 Hot Dice rounds have been played, a Catch-Up Round is played.
The player who has the lower dollar amount gets one more roll of the dice to try to catch up or take the lead.
If the score is tied, instead of the Catch Up Round, one more toss-up question will be played.
Whoever wins the question scores $500 and wins the game.
If the come out roll during the Catch Up Round is a 7, the player rolling loses the game instantly.
If a subsequent roll of 7 is made during the catch-up round, it resets the pot to $0 and the round ends.
If a player still has an insurance marker, it can be uses if a 7 is rolled.
If a double is rolled, including during the come out roll,
the player can opt to take $50 per point or select one of 9 numbers from the Double Decision Board.
If opting to take $50 per point would lose the game, then the player must go to the Double Decision Board.
The "Odd or Even?" card on the Double Decision board is replaced with "$200 per point + roll again" card.
The "Insurance Marker" card on the Double Decision board is replaced with "$100 per point + roll again" card.
The other seven Double Decision cards remain the same.
If the roller finds a card where they have the option to roll again, they may do so, or they may elect to stop.
If the first player during the Catch-Up Round catches up or takes the lead, the other player then gets
one last roll to try to catch up and win the game.
Only the winner of the game keeps the cash. The runner up receives a merchandise prize.
If after the catch-up round the score is still tied, another toss-up question is asked.
Whoever wins that question will receive another $500 and win the game.
Game 2 of the match is played exactly the same as game 1.
A house minimum of $1,000 is awarded for winning a game.
TIE-BREAKER GAME (IF NECESSARY)
Game 3 is a sudden death tie-breaker worth $1,000.
If each player wins 1 game, then each will bid in turn from 1 to 5 the number of rolls they believe they can
take without rolling a 7. If the bidder makes his/her bid, they win the game and the match, if not, their opponent
wins the game and the match.
The winner of game 2 will be the first one asked to bid how many rolls (1 to 5).
If 5 rolls are bid, that player must roll 5 times in a roll without hitting a 7.
If 4 or fewer rolls are bid, the other player can either bid higher, or challenge the bidder to make his bid.
Bidding continues until one player bids 5 rolls, or if one player challenges the other to make his bid.
MONEY DICE
Any previous winnings are safe during this round of play.
1 roll of the money dice is given for free. 3 more rolls may be earned by answering a series of word puzzles.
6 clue screens will be shown. 5 conceal words or phrases that lead to the identity of a person, a place,
a thing, a landmark or a fictional character.
The category of the puzzle will be given to further assist the contestant.
The player rolls the dice twice to uncover clue words.
If a double is rolled, the corresponding numbered clue screen is uncovered and the player gets to pick any other screen.
One of the six screens has a devil, which means no additional help in figuring out the puzzle.
If a devil is revealed during the first roll, the player still gets to take the second roll to try to uncover more clues.
Once the puzzle portion of the game is complete, the champion rolls the money dice.
There are 4 money dice. Two are completely safe, while two others have a devil on one side.
If a devil is rolled, the total value of that roll is $0.
If a total of three devils are rolled, the game ends and the player wins $0.
If a double-devil is rolled, the game instantly ends and the player wins $0.
At the start of each roll, the player will select 2 of the 4 money dice from a blind draw.
The player will then roll the money dice.
Values are as follows:
Roll #1 is face value.
Roll #2 is double face value.
Roll #3 is triple face value.
Roll #4 is quadruple face value.
If a devil is rolled, the player scores $0 for that roll and must remain at the current level (single, double
or triple) until a good roll is made.
The 4 money dice are as follows:
$250 $300 $350 $400 $450 $500 (totally safe)
$250 $300 $400 $500 $600 $750 (totally safe)
$500 $600 $750 $1000 $1000 DEVIL
$700 $800 $1000 $1500 $1500 DEVIL
After the last roll, and assuming 3 devils have not come up, or a double-devil in a single roll, the player
will select one of nine (9) monitors.
Each monitor will conceal a different number.
"3", "4", "5", "6", "8", "9", "10", "11" and "BONUS ROLL".
If any of the numbers are selected, the player must wager at least half of his bank and determine if the
next roll of the Hot Dice will be higher or lower than the number selected.
A correct prediction wins the wager.
If it's a tie, it is a push.
An incorrect prediction OR the roll of a 7 will LOSE the wager.
If the "BONUS ROLL" card is selected, the player will roll the Hot Dice one more time and the payouts will be as follows:
2 or 12 = 4 times bank
3 or 11 = 3 times bank
4 or 10 = 2 times bank
5 or 9 = 1 times bank (break even)
6 or 8 = lose half the bank
7 = bust
A potential maximum of $50,000 can be won if the player has to wager on a High/Low roll.
A potential maximum of $100,000 can be won if the player selects the BONUS ROLL card and rolls either a 2 or 12.
"DRIVE TO 25"
This final segment of the show is played, regardless of the outcome of the MONEY DICE round.
Any and all previous winnings are safe and not at risk during this game.
Up to three rolls of the Hot Dice are made.
To win the car, a player must score 26 points or more, without rolling a 7.
If a player scores exactly 25, they win the car plus a cash jackpot that starts at $250,000 and grows by
$10,000 per show until won.
If only the car is won, the player has the option to take it and retire as champion, or forfeit it and try to come back to
win the car again, plus the growing cash jackpot.
Any roll of a 7 ends the Car Jackpot game immediately and nothing additional is won.
If after three successful rolls the total is less than 25, the player will receive $500 per point.
If after two rolls, the total is less than 13, it will become mathematically impossible for the player to achieve a score
of 25 or higher. Should this happen, the player may quit and take $500 per point, or take one more roll to try to win more
money, with the knowledge that if a 7 is rolled, nothing will be won.
Champions keep on playing until:
1. They lose a match or
2. They win the car plus the cash jackpot in the "DRIVE TO 25" game or
3. They win only the car and elect to keep it
The car will be a luxury automobile valued anywhere between $50,000 to $75,000.
Hot Dice with Bill McDee is based on the game Hot Dice created, produced and hosted by Doug Morris.
There are some variations to Doug's rules.
HOT DICE (with Bill McDee)
Just as Doug did, I am including the disclaimer that this game is not played for any actual cash or prizes, only for fun!
Also, similar to what Doug did, there will be a qualifying question to determine who gets to play.
In order to better give players a bit more control of the dice, rather than using a randomizing program, the "dice"
will be a deck of 36 cards which I will have, each one with a different dice outcome printed on it.
When it is a player's turn to roll, I will shuffle the dice deck and then ask the player to select a number
that is higher than 0 but lower than 37. The card selected will represent their roll total.
After every roll, the deck will be reshuffled to make each selection a truly random event.
The winner of the match is the first player to win 2 games.
The first two games will consist of four question rounds (instead of six) plus one catch-up round.
The third game, if necessary, will be a sudden death tie-breaking game. The rules for that third game will be
shared later on in this post.
A question with two (2) or three (3) possible answers will be asked. Only one answer will be correct.
Once the question is asked, I will request each player to message me a buzz code via private message.
Buzz codes can be from 1 to 100, inclusive.
The player who comes closest to the actual buzz code, high or low, will win control of the question.
If both players submit a buzz code that is equidistant from the actual buzz code, the player who submitted their code
first will be the one to have buzzed in.
For example - The actual buzzcode is 50. Tom's message arrives first and his code is 75. Jane's message arrives
second and her guess is 25. Both are 25 away from the actual buzz code, but Tom would be deemed the one to have
buzzed in first since his message was the first one received.
The player who buzzed in first will have the option to either answer the question themselves
or challenge their opponent to answer.
A correct answer wins control of the Hot Dice.
An incorrect answer, or taking too much time to answer (48 hour deadline) will forfeit control of the Hot Dice to the other
player automatically.
Come Out Roll - During the first four rounds, also known as the question rounds, the first roll of the dice,
known as the come out roll, is a safe roll. During the catch-up round, the first roll is not necessarily safe.
Whatever number is rolled will be multiplied by $50 (e.g. the roll of an 8 would start the pot off with $400).
The player can stop and bank the money in the pot, or risk it by rolling again.
Any subsequent roll that totals 7 means the player forfeits the pot.
A new twist of strategy is being added to the game. If a player forfeits the pot, their opponent will get to take one roll
of the Hot Dice in an attempt to steal the pot away.
If during a steal attempt, the other player rolls a 7, they will win the pot and the game continues.
If during a steal attempt the other player rolls a DOUBLE, they will win DOUBLE the pot and the game continues.
If during a steal attempt anything other than a 7 or a double is rolled, no money is won by either player, and the game
continues.
Double Decision Board - This is inactive during the come out roll during the question round and inactive during a steal attempt. It is however immediately active for the come out roll during the Catch Up round.
If a player rolls doubles AFTER their come out roll, they can elect to either take $50 per point
or they can select 1 of 9 numbers from the Double Decision Board.
The Double Decision Board is shuffled prior to the player making a selection from it.
The Double Decision Board contains the following:
1 card says "$25 Per Point". This means losing half the value of the roll.
2 cards that say "$75 per point", instead of $50 per point.
1 card that says "$100 per point", thus doubling the value of the roll.
1 card that has shows a pair of dice totaling 7. This means the player forfeits the pot and their opponent gets one chance to steal it.
1 card that says "$150 per point", this tripling the value of the roll.
1 card that has a stop sign. This means the current round is over and the player simply banks all the money in the pot.
1 card has an insurance marker.
Insurance markers can only be used during the game in which it is picked.
An insurance marker staves off a bad roll of a seven, however the player must roll again right away.
1 card says "Odd or Even?". The player in control will roll the dice once more, but before doing so, they must
correctly predict if the roll will be odd or even.
A correct prediction means the player in control keeps the pot and his turn ends.
An incorrect prediction means the other player wins the pot and the turn ends.
For the "Odd or Even?" roll, if a player guesses odd and rolls a 7, they win. In this case, the 7 is safe.
THE CATCH UP ROUND
(Sponsored by Heinz Ketchup)
After 4 questions have been answered and 4 Hot Dice rounds have been played, a Catch-Up Round is played.
The player who has the lower dollar amount gets one more roll of the dice to try to catch up or take the lead.
If the score is tied, instead of the Catch Up Round, one more toss-up question will be played.
Whoever wins the question scores $500 and wins the game.
If the come out roll during the Catch Up Round is a 7, the player rolling loses the game instantly.
If a subsequent roll of 7 is made during the catch-up round, it resets the pot to $0 and the round ends.
If a player still has an insurance marker, it can be uses if a 7 is rolled.
If a double is rolled, including during the come out roll,
the player can opt to take $50 per point or select one of 9 numbers from the Double Decision Board.
If opting to take $50 per point would lose the game, then the player must go to the Double Decision Board.
The "Odd or Even?" card on the Double Decision board is replaced with "$200 per point + roll again" card.
The "Insurance Marker" card on the Double Decision board is replaced with "$100 per point + roll again" card.
The other seven Double Decision cards remain the same.
If the roller finds a card where they have the option to roll again, they may do so, or they may elect to stop.
If the first player during the Catch-Up Round catches up or takes the lead, the other player then gets
one last roll to try to catch up and win the game.
Only the winner of the game keeps the cash. The runner up receives a merchandise prize.
If after the catch-up round the score is still tied, another toss-up question is asked.
Whoever wins that question will receive another $500 and win the game.
Game 2 of the match is played exactly the same as game 1.
A house minimum of $1,000 is awarded for winning a game.
TIE-BREAKER GAME (IF NECESSARY)
Game 3 is a sudden death tie-breaker worth $1,000.
If each player wins 1 game, then each will bid in turn from 1 to 5 the number of rolls they believe they can
take without rolling a 7. If the bidder makes his/her bid, they win the game and the match, if not, their opponent
wins the game and the match.
The winner of game 2 will be the first one asked to bid how many rolls (1 to 5).
If 5 rolls are bid, that player must roll 5 times in a roll without hitting a 7.
If 4 or fewer rolls are bid, the other player can either bid higher, or challenge the bidder to make his bid.
Bidding continues until one player bids 5 rolls, or if one player challenges the other to make his bid.
MONEY DICE
Any previous winnings are safe during this round of play.
1 roll of the money dice is given for free. 3 more rolls may be earned by answering a series of word puzzles.
6 clue screens will be shown. 5 conceal words or phrases that lead to the identity of a person, a place,
a thing, a landmark or a fictional character.
The category of the puzzle will be given to further assist the contestant.
The player rolls the dice twice to uncover clue words.
If a double is rolled, the corresponding numbered clue screen is uncovered and the player gets to pick any other screen.
One of the six screens has a devil, which means no additional help in figuring out the puzzle.
If a devil is revealed during the first roll, the player still gets to take the second roll to try to uncover more clues.
Once the puzzle portion of the game is complete, the champion rolls the money dice.
There are 4 money dice. Two are completely safe, while two others have a devil on one side.
If a devil is rolled, the total value of that roll is $0.
If a total of three devils are rolled, the game ends and the player wins $0.
If a double-devil is rolled, the game instantly ends and the player wins $0.
At the start of each roll, the player will select 2 of the 4 money dice from a blind draw.
The player will then roll the money dice.
Values are as follows:
Roll #1 is face value.
Roll #2 is double face value.
Roll #3 is triple face value.
Roll #4 is quadruple face value.
If a devil is rolled, the player scores $0 for that roll and must remain at the current level (single, double
or triple) until a good roll is made.
The 4 money dice are as follows:
$250 $300 $350 $400 $450 $500 (totally safe)
$250 $300 $400 $500 $600 $750 (totally safe)
$500 $600 $750 $1000 $1000 DEVIL
$700 $800 $1000 $1500 $1500 DEVIL
After the last roll, and assuming 3 devils have not come up, or a double-devil in a single roll, the player
will select one of nine (9) monitors.
Each monitor will conceal a different number.
"3", "4", "5", "6", "8", "9", "10", "11" and "BONUS ROLL".
If any of the numbers are selected, the player must wager at least half of his bank and determine if the
next roll of the Hot Dice will be higher or lower than the number selected.
A correct prediction wins the wager.
If it's a tie, it is a push.
An incorrect prediction OR the roll of a 7 will LOSE the wager.
If the "BONUS ROLL" card is selected, the player will roll the Hot Dice one more time and the payouts will be as follows:
2 or 12 = 4 times bank
3 or 11 = 3 times bank
4 or 10 = 2 times bank
5 or 9 = 1 times bank (break even)
6 or 8 = lose half the bank
7 = bust
A potential maximum of $50,000 can be won if the player has to wager on a High/Low roll.
A potential maximum of $100,000 can be won if the player selects the BONUS ROLL card and rolls either a 2 or 12.
"DRIVE TO 25"
This final segment of the show is played, regardless of the outcome of the MONEY DICE round.
Any and all previous winnings are safe and not at risk during this game.
Up to three rolls of the Hot Dice are made.
To win the car, a player must score 26 points or more, without rolling a 7.
If a player scores exactly 25, they win the car plus a cash jackpot that starts at $250,000 and grows by
$10,000 per show until won.
If only the car is won, the player has the option to take it and retire as champion, or forfeit it and try to come back to
win the car again, plus the growing cash jackpot.
Any roll of a 7 ends the Car Jackpot game immediately and nothing additional is won.
If after three successful rolls the total is less than 25, the player will receive $500 per point.
If after two rolls, the total is less than 13, it will become mathematically impossible for the player to achieve a score
of 25 or higher. Should this happen, the player may quit and take $500 per point, or take one more roll to try to win more
money, with the knowledge that if a 7 is rolled, nothing will be won.
Champions keep on playing until:
1. They lose a match or
2. They win the car plus the cash jackpot in the "DRIVE TO 25" game or
3. They win only the car and elect to keep it
The car will be a luxury automobile valued anywhere between $50,000 to $75,000.
Hot Dice with Bill McDee is based on the game Hot Dice created, produced and hosted by Doug Morris.