The Speed Dice Casino Game

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The Speed Dice Casino Game Brief Description: Speedway is an exciting new dice game that incorporates all the favorite aspects of many current modern popular dice games and gambling concepts. If you love Craps, Poker, 10,000, Roulette, Backgammon, horse racing, and race cars you will love this game! There are so many ways to bet, that you will always find excitement at the table! Equipment: The Standard Speedway layout is similar to a Craps layout. Any craps or poker table can be easily modified with a Speedway felt layout for a quick change in the game. Accessorized with a Dice Boat, Craps stick, 6 dice, and 4 numbered small race cars. GAME OBJECTIVE: The winning race car will accumulate 3,000 miles to reach the finish line. SHOOTER / DRIVER OBJECTIVE: To roll at least 1,000 miles on the dice before crashing, or to roll a perfect 3,000 mile Speedway roll to win the game. Basic Rules: • To roll the dice you must place a bet in the Draft lane. • The first Driver (dice shooter) is given 6 dice to start their roll. • After Home Track bets are placed, the first driver rolls the dice to determine the pole position car. A 5 and a 6 roll again until the first car is established. • Once a car is established, the driver continues to roll the dice, collecting miles, as long as they continue to roll qualified “Mileage” dice. • A crash is when no mileage dice are rolled. • After each Crash, the dice always move clockwise to the next driver. • The next driver takes the next numbered lane. Car 1 rotates in after car 4. • As each turn ends, the car driven on that turn will move forward. Round down to the nearest earned mile marker (ie… a driver crashes at 750 miles, so the car moves forward 500 miles, not 1000 miles.) • Each new driver starts with a fresh new count on the dice. • The cars accumulate miles in turn as the dice pass around the table. • A basic game is over when one of the cars accumulates 3,000 miles to reach the finish line. If a driver rolls a 3,000 mile Speedway roll, they have automatically won the game, and they get to start the next game with a fresh new roll.

Rolling the Dice: • “Mileage” dice are 1’s or 5’s or any combo of dice with a point value to them. • All Mileage dice must be set aside into the Pit Stop as they accumulate. • When all dice are used, start a fresh Lap with all the dice. Miles continue to accumulate until a driver crashes. • All non-mileage dice must be rolled again until no mileage dice are rolled and a player crashes or until the player rolls a perfect 3,000 mile Speedway roll.

Home Track Bets: Betting on the Game. Get Race Ready - These bets start the game. These contract bets cannot be removed from the table until a winner is established. These bets are located at the center of the table, at the Home Track. Purse Match – Winner takes all. At the center of the table are four Purse Bets (Eight betting spots). Each bet sponsors one lane. Up to eight players may bet against each other equal matching bets that their chosen lane will win. If there are less than 4 players betting the Purse bet, the house will bet one lane. If a lane has no winner, then the bets go to the house. The winning lane takes and divides all (if two bets on same lane) when their car crosses the finish line. Lane Bets - Pays 3 to 1. Center bet, beginning of the game only. A bet that your lane of choice will win. Winning lane pays 3 to 1. All other lanes lose. The first car to cross the finish line will determine the winning lane. Mileage Bets - Pays 3 to 1. Center bet, beginning of the game only. A bet that your car of choice will reach a particular mileage point first. Bets in other lanes lose as a car lands on or passes each mile post.

Main Oval Bets: Betting on the Driver These bets are placed with each new Driver (Dice Shooter)’s turn. Draft Lane Bets – Pays 2-1 at every 1,000 marker. A bet that a driver will at least roll 1,000 miles before crashing. This bet must be placed by any player who wants to roll the dice as the driver. It is bet at the beginning of a driver’s turn. Any driver who rolls 3,000 Speedway miles in one turn is an automatic winner and the game starts over. This is a contract bet, which loses with each Crash. Crash Bets – Pays 1-1. This is a bet against the driver, betting that they will crash before they roll 500 miles. This bet must be placed at the beginning of a driver’s turn. If a driver rolls 500 miles, this bet loses. You can remove this bet at any time before the driver rolls 500 miles. Lap Bets – Pays 3-1. This is a bet that all 6 dice will be “mileage” dice and used. This bet can be placed at any time and it stands until it gets paid or loses. This bet gets paid when all the dice are used. It loses when a Driver crashes out.

Back Markers & Badlands: Betting on the Dice These bets are located just inside the Oval, on each side of the Main Track, and on the Back Stretch. These bets can be placed at any time and they are betting on the next roll. Badland Pairs - Pays 1-1. 6-5 dice, 2 pairs. 4-3 dice, 1 pair. Pays 5-1 on a 2 dice pair. Bubba Roll – Pays 1-1. Hopping 1 and 5 on the same roll. Pays 5-1 with two dice. Happy Hour – Pays 1-1. Hopping 1 and 2 on the same roll. Pays 5-1 with two dice. Back Markers – Pay varies. Back Track bets, nearest to the dealer. One roll bets. Back Marker Chart: 3 of a kind 4 of a kind 5 of a kind 2 triples 6 dice straight 3 Pair

= 3:1 = 20:1 = 100:1 = 100:1 = 65:1 = 25-1

SPEEDWAY Variations 1. Home Board Game Play: o Same as Tournament rules, but without additional Tiers. o The winner has the most points at the end of the game.

2. Tournament rules: • • • • •

All players start with an equal amount of chips. All players must place equal Purse Match bets. Each table plays an equal amount of races (games) as there are players. Each player has a turn at Pole Position (starting a new race). Top winners are determined by two factors – o The amount of races won (points). o The amount of chips they have at the end.

Point system: •

Each race win is worth 1 point. o Each Driver can “double” the point stakes on their roll.  The driver must double the Purse bet if they “double” points.  The driver can do this each time they “Lap”.  Other players must match the current Purse bet or forfeit it, forfeiting the chance for a point or multiple points on that race.  The most a driver can double on their turn is twice. • At 1000 mile marker • At the 2000 mile marker



After all races are complete, count all players’ chips. o 3 Points for a WIN (1st Top chip count) o 2 Points for a PLACE (2nd top chip count) o 1 Point for a SHOW (3rd top chip count)



Points can be tallied on a board, paper, or with special chits (tokens) to find the table winners. Top Point winners at the table move onto the next Tier of play. Each Tier starts with a fresh set of equal chips for each player. Continue elimination Tiers until you reach a final table.

• • •

SPEEDWAY LINGO: Ones: Marbles, Stones Twos: Hot Wings, Bubbates, Foo-Foo Girls Threes: Horse shoes, Washers, Tossin’ Shoes Fours: Quarter Panels, Wheels Fives: Bubbas, Good Ol’ Boys Sixes: Big Ol’Bricks All Beaded Up: Strings of Beaded necklaces. A straight. Back Stretch: The far lane of the race track. The area closest to the base dealers. Back Way: Back marker bets on the Back Stretch, “Rollin’ it the Back Way.” Bad-lands: The after hours party location, a muddy field. Pairs bet – Next roll. Banking: Whipping around the corners of the racetrack. Using all 6 dice after a lap. Big Ol’ Bricks: Cars from the 60’s. Sixes. Bubba Roll: A good ol’ boy. Rolling 1 & 5 together in one roll. Chicken Bone Alley: The Chip Rail. Place to put the betting chips. Crash: The last thing you want to do on the track. To roll no mileage dice in a roll. Drafting: Staying close behind the front driver. Playing the Draft Line bet. Down Force: A car’s pressure on the track. To press up your bets. Firewall: A curtain that protects the driver. A hedged bet. Gettin’ Race Ready: Preparing for the next game. Bets at the center of the table. Grandstands: Where spectators sit. People watching but not playing are there. Groove: Finding the best lane on the track. A winning strategy. Happy Hour: Practice Laps. Rolling Acey-Duecy together in one roll. Home Track: The track closest to where you live. Center contract bets. Interval: Time distance between drivers. Speedway miles between the cars. Lamar’s Cousin: Someone who’s lost. People who bet on the Back Stretch. Lap: One time around the track. To use all six dice as mileage dice before crashing. Manservant: Someone who runs to get you stuff. A male hot shooter. Motherland: Home of the races. In Speedway, the Casino. Party Zone: Where all the fun is happening. The player’s zone around the table. Peg Leg: Team members with extra baggage. A roll with only one Mileage dice in it. Pole Position: The best position at the start. Earned. Dice roll to determine starting car. Push: Having to cut speed when front tires are out of control. Pull or push bets off. . Race Mama: The perfect woman. A female hot shooter. Racin’ Gods: Term used for erroneous losses – Blame it on the Racin’ Gods. That’s Racin’: Expressing frustration or emotion. Term used when a player crashes. “That’s Racin’, Clear the track!”