Solitaire Dice
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After entering your name, you'll be starting the game! Above is a screenshot of the game just starting.
There are four areas of interest here. At the top are the buckets for scoring. This is called the Mark Sheet (where you mark your choices). It is divided into the left portion (Scoring rolls) and the right (Reject die). Just below that is a blue piece of scrap paper where your score will be tallied. Below that to the left is the five dice that you will be rolling. Finally, on the bottom right, is a history table of the choices you made.
Here is in this game you can see we've rolled a 5, a 6, two 3's, and a 2.
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Arranging The Dice
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The glowing regions are areas where you can click to move the dice. The dice move in their own columns. You are trying to separate the dice into three rows. The first row needs to be a single die that you want to reject. The second row needs to contain two dice, as does the third row. These are your scoring dice. Once you are in this valid configuration, the reject die and the sums of the two pair will be displayed to the right of the rows. The "!Mark!" button also appears. Press this to go to the next roll.
Notice that the Combo rolls (your scoring rolls) are red. This indicates that this is the first time you've marked into those buckets.
NOTE: Once you have rejected there different dice, you must always select one of these numbers from the five rolled as a Reject die. If you roll the five dice and none of your three rejected numbers are available, you have earned a Free Ride.
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What Happens After Marking
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The screenshot above is what the screen looks like after pressing the "!Mark!" button. Let's examine the different regions.
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Here are the scored dice (the combos picked in rows 2 and 3). You selected 5 and 11, so they are now red. All of the scoring buckets (the sums from 2 to 12) will start with 5 yellow pills. The first time you mark into these, they will turn into 4 red pills. Future marks into these buckets will take the red pills out of the buckets. Your score for that bucket will be -200 points while there remain red pills! Once you get this to zero pills, your score for this bucket will be 0 points. After this point, you will add blue pills (but no more than 5). The points you get per pill are marked below each bucket.
On the blue scrap paper, you can see the numbers "-200" below each column that has the red pills. This will always be the case: the score for a given bucket will be directly below the bucket itself.
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These are the Reject buckets. Since you rejected 3, it is now marked with 7 red pills. All of the reject buckets (the numbers 1 to 6) will start with 8 yellow pills. Once you mark one, it will turn into 7 red pills. Each additional mark removes a red pill. After you've marked into your third reject bucket, all of the other yellow pills will be removed. If you ever remove the last pill from one bucket, the game is over!
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This is where the scores are tallied. You can see the "-200" from the "bad" buckets. These are added across to the big "-400" on the right.
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Finally, this is the History Table. This is a list of all of the plays so far. Under "Your Roll", you will see three numbers. The first two are the sums of your pairs of dice (Combo1 and Combo2). The last number which will be contained in brackets ("[" and "]") is the rejected die. For example, you see "11, 5, [3]". This means you marked in the 11 and 5 Scoring buckets and the 3 Reject bucket. Sometimes you will see something like "4, 10, [3 FR!]". THe "FR!" says that the 3 was irrelevant; none of the dice matched a reject number and you got a free ride!
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3 Rejects
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After you've marked your third reject, all of the other reject buckets with their yellow pills will be emptied. (Clearly this has happened much earlier since I have no buckets with 7 red pills... just pretend!)
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The Flavor Pills
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You'll see some other odd tokens (or pills as we like to call them) in the buckets as the game progresses.
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This is the "Zero Pill". When your bucket has no more red pills, you will see this pill. The exclamation mark is a visual reminder that you can score positive points from here on out. You'll see this on the 5th mark into a bucket.
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This is the "Positive Pill". After your 5th mark into a bucket, you'll start getting these little blue pills. Each one scores you an amount indicated at the bottom of the buckets (from 30 to 100 points).
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After getting 5 Positive Pills, you'll see a blue square appear behind them. All this indicates is that you can no longer score any more points in this bucket. NOTE: You can still score into these, and you may want to in order to avoid starting new buckets!
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Once you are down to one pill in a Reject bucket, a red square appears behind the last pill. This is a visual reminder that if you take it, the game is over!
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Game Almost Over
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Imagine our Reject buckets look like the image two images up. If we then arrange our dice in the rows above, we will end the game. Notice that the "Reject" row number is red. This is the first indication the game will be over if you accept this. The second is that the "!Mark!" button has changed to an "End Game" button.
Sometimes you want the game to end at this point. You are taking a risk that you might be forced to start a new Scoring bucket. Most times, though, you'll want to re-arrange the dice into a configuration that doesn't end the game. See the image below to see how we saved the game for at least one more turn.
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Game Over
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Now we are in a position where the only dice we can reject from this roll is the 3 or the 4. In either case, it will end the game because both buckets are down to their last pill.
After some quick analysis, we decide to reject the 4. This allows us to arrange the other dice into two "5"s. As seen below, this removes the last two pills in the "5" bucket, adding 200 points to our already bad score.
If you get a score around zero points, you've done a good job. Scores of 500 are excellent. Scores above 700 are extremely rare.
Of course, if you want to play again, press the "Play Again?" button. Otherwise, press the "Main Menu" button to switch games or exit the program.
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