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Feral Worlds: Tabletop Games · Dice Games · Classic rules

Fennec’s Fivefold

Five dice. Thirteen boxes. Big bonuses.

Feral Worlds

Setup

  • Players: one or more, each with their own score sheet.
  • Dice: five standard six-sided dice.
  • Who starts: anyone. Play moves round, one turn each per round.
  • Length: thirteen rounds, one for each box on the sheet.

How to play

  1. 1Roll all five. Start your turn by rolling all five dice.
  2. 2Hold and reroll. Set aside any dice you like and reroll the rest. You get up to three rolls in all.
  3. 3Score one box. Pick one empty box and write in what the dice score there. Your turn is over.
  4. 4Five of a kind. All five dice the same is worth 50. Every one after that earns 100 more, and goes where the joker rule says.
  5. 5Take a zero. If the dice fit no box you want, you still fill one. It scores 0.

Winning

When every sheet is full, add up the boxes and the bonuses. The highest total wins, and a tie shares the win.

Scoring

BoxPoints
Fours (three 4s)12
Sixes (four 6s)24
Upper bonus: 63 or more in Ones to Sixes+35
Three of a Kind20
Four of a Kind23
Full House25
Small Straight30
Large Straight40
Five of a Kind50
Chance23
Each further five of a kind+100

Our Classic rules: Three and Four of a Kind and Chance score all five dice. A further five of a kind is a joker: its own upper box if open, else any open lower box at full value, else a 0 in an upper box. The bonus 100 needs 50 in the Five of a Kind box, not a 0.

Key terms

Hold:
Keep a die out of your next roll. You can change what you hold each roll.
Box:
One of the thirteen lines on the score sheet. Each is filled once.
Upper section:
Ones to Sixes. 63 or more across them earns 35.
Par:
Three of a number in its box: three 4s in Fours is par, 12.
Small Straight:
Four in a row. Worth 30.
Large Straight:
Five in a row. Worth 40.
Full House:
Three of one number and two of another. Worth 25.
Five of a Kind:
All five dice the same. Worth 50, and 100 more for each one after.
Joker:
A further five of a kind. It goes in its own upper box if open, else any lower box at full value, else a 0 up top.
Chance:
Any roll at all. Scores the total of the five dice.