Chute-5
Chute-5 Rulebook
Table of Contents
Table of Contents
Instructions
Each player may roll the dice 3 times in each turn to look for the best possible combination on the dice to score highest points. Scores are recorded on each player's Scoreboard. Player with the highest score at the end of the game wins.
The Object of the Game
With skillful decisions and lucky rolls of the dice, the player who scores more points than your opponents wins the game.
Rules
- Each player rolls one dice. High roll goes first and play continues in clockwise direction.
- Each player in his turn, positions the dice deflector at base of chute, so dice will exit onto dice table as convenient to him.
- A player in his turn may roll the dice one, two or three times.
- On the first roll, he drops all five dice down the chute. At this point he may desire to improve his roll by picking up any or all of the dice for a second roll. Any dice being saved (not being rolled again), should be placed in a dice compartment, score side up, so they do not interfere with those being rolled. After the second roll he may choose again to pick up any or all the dice (including those previously saved) for a third roll. At the completion of the third roll, the dice are final and his TURN ENDS.
- At the end of a player's turn, whether it be after one, two, or three rolls, he must take a Score or a Big Zero in one of his scoring windows, in EITHER the upper or the lower half of his scoreboard.
- If during a roll, one or more of the dice leaves the dice table, it is considered "no roll" and the dice being rolled must be rolled again.
Scoring
The score is recorded by moving the slide up in a window. If a player cannot score, he must place a Big Zero in the Red upper half of a window of his choice. A window can be used only once in each game whether it be to record a SCORE or a Big Zero. At the end of the game, the player's score is determined by totalling the points showing in each window of his scoreboard.
The Scoreboard is divided into an upper half and a lower half.
Scoring in the Upper Half
A. A player may score with three of a kind, that is 3 aces (ones), twos, threes, fours, fives or sixes, providing the appropriate window has NOT been used for scoring before, and does not have a Big Zero in it. To record the score, he moves the slide up ONE NOTCH in the appropriate window thus revealing his score. Example: [five dice showing three twos] Move the slide up ONE NOTCH in the "Twos" window revealing a score of 2 points.
B. If a player rolls 4 aces (ones), twos, threes, fours, fives or sixes, and can score in the appropriate window, he moves the slide up TWO NOTCHES and receives the larger score immediately below the bottom of the slide. Example: [five dice showing four ones] Move the slide up two notches in the "Aces" window and the score would count as 2.
C. A "Bonus" of 10 points can be earned if the scores of the six windows in the upper half total 21 points or more. If a "Bonus" is earned, move the slide up in the window revealing 10 points. If a "Bonus" is not earned, place a Big Zero in this window.
Scoring in the Lower Half
A. If a player rolls any three of a kind, he may choose to score 4 points in the "Three of a Kind" window and record this by moving the slide upward revealing the points scored. Example: [five dice showing three of a kind and two others].
B. The "Four of a Kind" window is worth 8 points. A player may score in this window if he rolls any four of a kind. Example: [five dice showing four of a kind] etc.
C. A "Full House" scores 6 points and is any combination of three of a kind and two of a kind. Example: [five dice showing a full house] etc.
D. A "Small Straight" scores 7 points and is any four numbers in sequence. Example: [dice showing four numbers in sequence] etc.
E. "Break" scores 8 points and is the one chance to score without having a scoring combination or having one that has previously been scored. In either case, the total of the five dice must total more than 20 points. Example: [five dice totalling 22]. Since the total of the dice is 22, this is one combination where a player can score in the "Break."
F. A "Large Straight" scores 9 points and is any five numbers in sequence. Example: [five dice showing a large straight] or [dice showing five numbers in sequence] etc.
G. A "CHUTE-5" is five of a kind and scores 20 points. Example: [five dice showing five of a kind] etc.
H. If the five final dice allow a move in a window previously scored in, a portion of the dice may be used to score in another window. [illegible: the remainder of this paragraph and its example are clipped at the right edge of the scan. The legible fragments include the words "Three of a Kind," "Four of a Kind," "Chute-5" and "Sixes."]
Winning the Game
After each player has taken 13 turns, the game ends. The player with the highest total score of all the windows on his scoreboard is the WINNER OF THE GAME. A perfect score is 186 points. Good Luck!
Suggestions for Better Play
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If at the end of a turn you cannot score, and the total of the dice is less than 21, it would probably be more advantageous for you to place a Big Zero in the window that would have given you the lowest point score. This would leave the higher score windows available for scoring in later turns. For instance, if you had rolled three times and your turn ended with dice that cannot score well, and the "Aces" window had not been used for scoring, place a Big Zero on "Aces." [illegible: the rest of this example is clipped at the right edge of the scan; the printed wording is "...thus losing only one or two points..." as far as it is legible.]
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You probably will find it to your advantage to score the UPPER HALF first rather than scoring in the "Three of a Kind" or "Four of a Kind" windows.
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The 10 point "Bonus" score is important to a high score, so try for 21 points in the upper half to earn this bonus.
Chute-5 Player Solitaire
Chute-5 may be played solitaire to practice strategy. In this case the player tries to obtain the highest possible score. Remember the perfect score is 186.
- 90 - 100 Excellent
- 80 - 90 Very Good
- 70 - 80 Good
- Below 70 - Try Again
Note: the printed score bands overlap at 80 and 90 and at 70 and 80 as shown in the scan; they are transcribed as printed.
Practice and Scoring Examples
These examples are printed in the leaflet as worked turns. Dice values are given in the caption where legible; the pip diagrams are described rather than reproduced.
1st Turn
- Roll #1: [five dice] Player elects to save fives. (Fives placed in dice compartment.)
- Roll #2: [dice] No help, rolls all 3 again.
- Roll #3: [dice].
Player ended turn with [dice]. Since it is better to score in UPPER HALF first, he chooses to score in the "Fives" window and moves that slide up 2 notches scoring 7 points. If he had ended with [dice showing only one five] he would have moved the slide up only one notch in the "Fives" window for 3 points. [Note: the point values in this paragraph are read from a low-contrast scan; the printed figures are transcribed as legible.]
2nd Turn
- Roll #1: [dice] Player saves ones.
- Roll #2: [dice].
Player elects to end his turn now with a "Full House" of [dice] rather than roll again. He moves the slide up in "Full House" window scoring 6 points.
3rd Turn
- Roll #1: [dice] Player saves twos. The least he has is four twos, or four of a kind. Trying for a "CHUTE-5," he rolls again.
- Roll #2: [dice] No help, rolls again.
- Roll #3: [dice].
Player ends his turn with four twos, and elects to score on the "Twos" rather than "Four of a Kind" working toward the "Bonus" of 10 points. He moves slide up 2 notches scoring 3.
4th Turn
- Roll #1: [dice] Player saves fours.
- Roll #2: [dice] No help, rolls all 3 again.
- Roll #3: [dice].
Turn ends with [dice] that cannot score in any window. Player must place a "Big Zero" in a window.
5th Turn
- Roll #1: [dice] Player saves sixes.
- Roll #2: [dice] No help, rolls all 3 again.
- Roll #3: [dice].
Turn ends with [dice] since the total of the five dice is 22 and cannot be scored any place else, player scores in the "Break" window for 8 points.
6th Turn
- Roll #1: [dice] Player trying for a "Straight" saves [dice] rolling 2 dice again.
- Roll #2: [dice]. Saves five giving him a small straight [dice] rolls 1 dice again trying for large straight.
- Roll #3: [dice].
Turn ends with large straight [dice]. Player moves slide up in "Large Straight" window for 9 points.
The play continues for 13 turns. At this point the game ends and each window should have a score or a "Big Zero" in it and the score is totaled.