Click on a selection here:
or scroll down the page to read the rules.Printable Rules: Train Wreck! Rules (DOC) | Train Wreck! Rules (PDF)
Printable Scoresheets: Train Wreck! Scoresheet (DOC) | Train Wreck! Scoresheet (PDF)
About This Game
An unlimited number of people can play this dice game. However, the more players there are, the longer the game will last.
It is recommended that a tablecloth or a large towel be placed on the tabletop. Otherwise, if the dice are rolled on a hard surface, they will tend to scatter.
Each player is given 5 dice, or else one or more sets of 5 dice can be passed from player to player. It usually is best to have at least two or three sets of 5 dice to pass around if each player cannot have his/her own set.
Each player rolls 1 die. The player who rolls the highest number starts the play. If two or more players roll the highest number, each of those players rolls 1 die until one of them rolls the highest number. Play continues counter-clockwise (that is, the person to the first player’s right plays next, and so on.)
One person should volunteer or be chosen to keep score, using a pencil or pen and a dice game scoresheet (DOC | PDF).
The winner of the game is the first one to attain at least 1,000 points (unless another player, on his/her next turn, ties or surpasses the top score, in which case the first player has another chance on his/her next turn to tie or surpass that score, etc.). A lower goal (such as 750 points or 500 points) may be set to reduce the total playing time.
Each player must score at least 35 points on a roll or sequence of rolls to “get on the scoreboard” (so that any scores after that turn will count). Until a player scores at least 35 points on one turn, no other points made on any turn will count for that player.
On his/her turn, a player begins by rolling all 5 dice and, after setting aside any die/dice which may have scored, may continue rolling the non-scoring die/dice. The player must score at least 5 points every time he/she rolls the dice to be able to continue a turn. (See the next section: Ways to Score.) If a player fails to score points on any single roll of the dice (referred to as a “train wreck”), he/she loses any points accumulated on that turn (thereby scoring 0 points for the turn), and the turn is over. (Exceptions to this are the rolling of a sequential straight or a sequential quintuple—see the Sequential Straights and Sequential Quintuples sections.)
When a player rolls and scores on one or more dice, the non-scoring die/dice may be rolled again, if the player wishes. (Exceptions are the cases where a triple or a quadruple is rolled and/or when the player scores on all 5 dice; in either of these cases, the player must roll again.) As long as a player scores each time the dice are rolled, he/she may (but does not have to) continue rolling the remaining (non-scoring) die/dice indefinitely until one of the following occurs:
As a player is rolling, he/she announces the cumulative score up to that point in that turn (by adding the score on a roll to any points accumulated so far in the turn). If it is noticed by the other players that the player who is rolling has announced his/her score incorrectly, the correct score should be stated by someone before that player continues rolling.
If a player scores on all 5 dice (whether all at once or in a sequence of rolls), that player should announce his/her cumulative score so far in the turn and then must roll all 5 dice again. If there are no scoring dice on the next roll, or no die/dice that potentially could be turned into a score, that roll is a “train wreck” and the player gets 0 points for that turn. If there is at least one scoring die or dice on that next roll, then the player may quit (and add the score on that roll to the score so far in the turn), or he/she may opt to continue rolling—player’s choice. (Of course, if a triple or a quadruple is rolled, and/or all 5 dice happen to score again, the player must roll again.)
When a player’s turn is over, the score on that turn is added to his/her score accumulated so far in the game on a scoresheet, giving a running total. (If a player scores 0 points on a turn, the running total for that player on the scoresheet is unaffected.)
There are six (6) ways to score on any single roll of the dice:
There are two (2) ways to score on any sequential rolls of first five, then four, then three, then two, then one dice/die:
Note: It is permissible to re-roll dice which have scored, providing at least one scoring die from the previous roll has been set aside. For instance, if a player rolls , rather than setting aside the (20 points) and re-rolling the , the player may opt to set aside only the (10 points) and re-roll the . The advantage of doing this is that there is a greater chance of scoring points with 4 re-rolled dice than with 2 re-rolled dice, and a player must score on every roll (or accumulate a die each roll on the way to a sequential straight or sequential quintuple) or his/her turn is over and there are no points for the turn.
Note: The most common scores to roll on any turn are 20 points and 25 points.
Go to Dice Game Sample Rolls for samples of various rolls in this game and how they are scored.
On any one roll, if 3 of the dice rolled are the same number, this is known as a triple. The value of a triple is 10 times the value of the number in the triple. These are all the possible triples (groups of three of the same number, rolled at once) and their values:
= 10 points × 10 = 100 points | |
= 6 points × 10 = 60 points | |
= 5 points × 10 = 50 points | |
= 4 points × 10 = 40 points | |
= 3 points × 10 = 30 points | |
= 2 points × 10 = 20 points |
Whenever a triple is rolled, the player must roll again. The dice in the triple are set aside, and the remaining die/dice are re-rolled. If any one of the die/dice which are rolled again is the same as the number in the triple, those die/dice must be rolled yet again (up to a maximum of 10 total times, including the initial re-roll) until none of the die/dice being rolled is the number in the triple (as long as that happens within 10 re-rolls; otherwise, 0 points are scored for the turn).
There is one exception to the above rule. If two dice are re-rolled, and if the number on both dice is the same as the number in the triple (meaning that all 5 dice on the table show the same number), then those two re-rolled dice, alone, do not have to be re-rolled again. If, on that roll, those two dice are not
When a re-roll results in no die/dice being the same as the number in the triple, the value of any (unless the triple is ) and/or (unless the triple is ) may be scored and added to the value of the triple. However, if no or die/dice appear in that re-roll, then that is a scoreless roll; the player’s turn is over, and he/she receives 0 points for that turn.
On any one roll, if 4 of the dice rolled are the same number, this is known as a quadruple. Essentially, a quadruple is a triple with a couple of “bonuses” attached to it.
Firstly, the value of a quadruple is 25 times the value of the number in the quadruple. These are all the possible quadruples (groups of four of the same number, rolled at once) and their values:
= 10 points × 25 = 250 points | |
= 6 points × 25 = 150 points | |
= 5 points × 25 = 125 points | |
= 4 points × 25 = 100 points | |
= 3 points × 25 = 75 points | |
= 2 points × 25 = 50 points |
Secondly, when a triple is rolled, the 3 matching dice are set aside, and the remaining die/dice are re-rolled; however, none of the re-rolled die/dice can be the number in the triple, or they must be rolled again. When a quadruple is rolled, 3 of the matching dice are set aside; but it is permissible for any of the re-rolled die/dice to be the number in the triple. In such a case, it is the player’s option to accept the re-rolled dice or to re-roll them again (up to 10 re-rolls). If none of the re-rolled dice are the number in the triple, the player must accept that re-roll and score or not score accordingly.
On any single roll of all 5 dice, if all 5 of the dice rolled are in consecutive numerical order, this is known as a straight. The value of any straight is 150 points. These are the two possible straights (groups of five in consecutive numerical order, rolled at once) and their values:
= 150 points | |
= 150 points |
Note: and
Note: It is not uncommon for an unattentive player not to realize that he/she has rolled a straight and then to set aside 1 or 2 dice ( and/or ) and re-roll the remaining dice. Therefore, when any player rolls a straight, no other player should state that a straight has been rolled until the player who is rolling has made a decision about what to do. If the player who rolled the straight does not realize he/she has done so (thereby picking up some of the dice and re-rolling them), and then another player points out that a straight had been rolled, the player rolling may not take back the re-rolls and count the straight.
Whenever a straight is rolled, the player must roll again, since all 5 dice have scored (150 points). If there are no scoring dice on the next roll, that roll is a “train wreck” and the player gets 0 points for that turn (assuming the attempt for a sequential straight or a sequential quintuple is unsuccessful). If there is at least one scoring die or dice on that next roll, then the player may quit (and add the score on that roll to the score so far in the turn), or he/she may continue rolling—player’s choice. (Of course, if a triple or a quadruple is rolled, and/or all 5 dice happen to score again, the player must roll again.)
On any one roll, if all 5 of the dice rolled are the same number, this is known as a quintuple. The value of a quintuple is 100 times the value of the number in the quintuple. These are all the possible quintuples (groups of five of the same number, rolled at once) and their values:
= 10 points × 100 = 1,000 points | |
= 6 points × 100 = 600 points | |
= 5 points × 100 = 500 points | |
= 4 points × 100 = 400 points | |
= 3 points × 100 = 300 points | |
= 2 points × 100 = 200 points |
Note: The roll places any player at or above the 1,000-point game-winning goal (unless the next required roll is scoreless, in which case the score for the roll is 0 points). It is possible for another player, on his/her next roll, to overcome the first lucky player. If that should occur, the first player has a chance to overcome the other player, and back and forth until one player’s winning score prevails.
Whenever a quintuple is rolled, the player must roll again, since all 5 dice have scored. However, the same re-roll rule for a triple does not apply to a quintuple. That is, on the re-roll, it is permissible for one or more die/dice to be the same as the number in the quintuple.
If there are no scoring dice on the next roll, that roll is a “train wreck” (scoreless roll), and the player gets 0 points for that turn (assuming the possible attempt for a sequential straight or a sequential quintuple is unsuccessful). If there is at least one scoring die or dice on that next roll, then the player may quit (and add the score on that roll to the score so far in the turn), or he/she may continue rolling—player’s choice. (Of course, if a triple or a quadruple is rolled, and/or if all 5 dice happen to score again, the player must roll again.)
The attempt to roll a sequential straight or a sequential quintuple are two “last-ditch” efforts to salvage a “train wreck” (non-scoring roll). A sequential straight is the rolling of a consecutive straight in exactly five rolls of the dice, setting aside one die on each roll. The value of any sequential straight is 300 points. These are all the possible sequential straights (groups of five in consecutive numerical order, rolled in exactly five rolls) and their values:
1st Roll (5 Dice) |
2nd Roll (4 Dice) |
3rd Roll (3 Dice) |
4th Roll (2 Dice) |
5th Roll (1 Die) |
|||||
= 300 points | |||||||||
= 300 points | |||||||||
= 300 points | |||||||||
= 300 points |
Note:
Note: Once a sequential straight has begun, no , , triple, or quadruple score can be counted.
Whenever a sequential straight is rolled, the player must roll again, since all 5 dice have scored (300 points). If there are no scoring dice on the next roll, that roll is a “train wreck” and the player gets 0 points for that turn (assuming the attempt for another sequential straight or for a sequential quintuple is unsuccessful). If there is at least one scoring die or dice on that next roll, then the player may quit (and add the score on that roll to the score so far in the turn), or he/she may continue rolling—player’s choice. (Of course, if a triple or a quadruple is rolled, and/or if all 5 dice happen to score again, the player must roll again.)
The attempt to roll a sequential quintuple or a sequential straight are two “last-ditch” efforts to salvage a “train wreck” (non-scoring roll). A sequential quintuple is the rolling of a quintuple in exactly five rolls of the dice, setting aside one die on each roll. The value of a sequential quintuple is 75 times the value of the number in the quintuple. All 5 dice must be re-rolled after any quintuple. These are all the possible sequential quintuples (groups of five of the same number, rolled in exactly five rolls) and their values:
1st Roll (5 Dice) |
2nd Roll (4 Dice) |
3rd Roll (3 Dice) |
4th Roll (2 Dice) |
5th Roll (1 Die) |
|||||
= 10 points × 75 = 750 points | |||||||||
= 6 points × 75 = 450 points | |||||||||
= 5 points × 75 = 375 points | |||||||||
= 4 points × 75 = 300 points | |||||||||
= 3 points × 75 = 225 points | |||||||||
= 2 points × 75 = 150 points |
Go to Dice Game Sample Rolls for samples of various rolls in this game and how they are scored.
Return to Ted’s HOMEPAGE