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Zilch

Zilch Rulebook

Table of Contents

Table of Contents

  • Summary
  • Equipment
  • Scoring
  • Winning
  • Steps for Each Turn
  • The Turn in Detail
  • Rolling to Determine Who Goes First
  • Breaking the Ice
  • Probability
  • Strategy
  • Making Up for Lost Turns
  • Playing Conditions
  • Absolute Integrity of Rolls
  • History
  • Sample Game of Zilch

Summary

Zilch is a simple dice game of luck and greed. It is widely played with remarkably few variations.

Equipment

  • 6 six-sided dice
  • Blank paper and writing implement for keeping score

Scoring

Dice rolls are scored as follows:

RollExamplesScore in points
6 of a kind444444100
Straight12345630
3 pair113344, 22226610
3 of a kind11110
3 of a kind6666
3 of a kind5555
3 of a kind4444
3 of a kind3333
3 of a kind

Winning

The game is over when any player completes a turn with more than 100 points. At that point each other player has one final turn. The highest final score wins the game.

It is customary to boldly circle the score of the first player to quit with more than 100 points (the initial winner). This serves as a visible target for the other players. Any subsequent winning scores are circled even more boldly.

Steps for Each Turn

  1. Roll the dice.
  2. Score the roll.
  3. Decide whether to quit or roll the dice again.
  4. Finally quit and accept a score.
  5. Give dice to the player on your left.

The Turn in Detail

A turn starts with a roll of 6 dice.

The roll is scored according to the chart above. Dice contained in a scoring combination may be set aside and scored.

Having set aside 1 or more scoring dice, the player then chooses whether to go for more. To go for more, just pick up the unscored dice and roll. A player may keep rolling as long as there is no zilch.

Whenever all 6 dice are scored during the turn ("a turnover") the player is entitled to pick up all 6 dice and roll again. Rolling again is called "Greater Glory". A turnover while in Greater Glory is called Greater Greater Glory. There is even Greater Greater Greater Glory, etc.

To quit, leave the dice on the rolling surface and announce the score for the turn.

Each die can be counted in only 1 scoring combination. If possible, at least one combination MUST be scored on each roll. When more than 1 combination is rolled, the player may freely choose to set aside and score whichever seem best and roll the rest. Actual points scored result only from combinations set aside. Dice set aside from a previous roll may not be used to form combinations with dice in the current roll.

A zilch roll immediately ends the turn with a score of zero. That is, you lose everything you've scored during the turn (not the whole game).

The player is allowed to quit instead of rolling 6 dice.

Some combinations can be scored in more than 1 way. The player may score the dice as desired, even if the result is less than the maximum possible. For example, 226666 could score as 12 points for 4 6's, but usually would be scored as 10 points for 3 pair in order to get the turnover. Or a player might accept a smaller evaluation in order to approach 100 without going over.

Rolling to Determine Who Goes First

Before the start of the first game in a session, each player takes a turn. During this turn, the player keeps on rolling until a zilch occurs. The player with the highest score before zilching goes first. Players to the left of the first player go next in succession.

There is no procedure for deciding who goes first to determine who goes first. You just do it. Besides, going first seems not to provide any clear advantage.

To save time at the start of subsequent games in a session, the winner of the just completed game goes first.

Breaking the Ice

A player's first score in a game must be at least 5 points.

Probability

The chances of zilching immediately are:

Dice rolledChance of zilch
6 dice2.3%
5 dice4.6%
4 dice15.8%
3 dice27.8%
2 dice44.4%
1 die66.7%

If you keep going until you zilch or turnover:

Dice rolledTurnoverZilch
3 dice24.5%75.5%
2 dice25.9%74.1%
1 die33.3%66.7%

Strategy

Most games last 10 to 20 turns. Therefore 7 to 10 points is often a good score, and 4 to 7 points is possibly acceptable. Players with large leads typically are not as greedy as players who are far behind.

Often players discard extra 1's or 5's or even low scoring 3's of a kind in order to roll as many dice as possible. For example, a high scoring 3 of a kind is more likely with 5 dice than 3 dice. The chances of zilching with a lot of points (after turnovers) is greatly reduced when rolling at least 4 dice.

It's usually better to roll 1 die or 3 dice instead of 2. 3 dice have fewer immediate zilches than 2 dice, whereas 1 die offers a much better chance at Greater Glory.

Most players are willing to risk losing up to 5 points when rolling 1 or 2 dice because of the great expectations of scoring while in Greater Glory.

At the end of the game, it is unwise to quit with more than 100 but less than a 10 point lead. If you're over, once you quit, that's it. When you zilch while trying for a more secure margin of victory, you get one or more chances on subsequent turns to do even better.

In a close game, quitting with 98 to 100 points forces opponents to try to win with at least 110.

Some successful players ignore strategy and the odds, relying on luck and intuition.

Making Up for Lost Turns

It is customary to allow players to join the game late, as long as the game is not too close to completion. This is called "rabbiting". Whenever it is a late player's turn, that player takes turns until caught up with previous players in number of turns. Similarly, if a player is unable to return to the room when it is time to take one or more turns, that player is entitled to catch up on turns. Catching up takes place only when it is that player's turn.

The above arrangements could lead to a situation in which the catching-up player goes over 100 before the final turn of catch up. In that case, the Time Warp is invoked. For each score by the other players during the catch up rounds, those players are entitled to resume their rolling in order of occurrence and with the number of dice they had available at the time they accepted the scores.

This would call for remembering or writing down the number of dice associated with those scores, which is rarely done. Other complications could arise from multiple instances of undoing. Fortunately, the Time Warp has never been invoked.

Playing Conditions

The game is best played on a hard table to assure brisk random rolls. The dice should be of standard size (6/10" on a side), uniform color, and in excellent condition.

Absolute Integrity of Rolls

All rolls must be complete. Dice release must be fairly simultaneous and well-controlled. The dice must land flat on the rolling surface (with nothing between).

The only exception: if dice land on score paper that is flat on the table and of virtually no thickness, the roll is not disqualified.

Active interference with the dice is not allowed. Passive interference is allowed, as long as position was clearly established before the dice got close.

Players are expected to observe each roll carefully and politely call attention to invalid rolls. Upon determination by the players that a roll is invalid, the roll (NOT the whole turn) must be done again.

History

Origin unknown. Possibly a navy or bar game.

Scoring in most versions is 100 times the numbers used here. Our earlier version of zilch only allowed 3 of a kind to score, so that 5 4's would score 4 points and still leave a pair of non-scoring 4's.

Numerous scoresheets of our noteworthy games have been kept since 1982. Noteworthy events are summarized in Zilch Records.

Our version now includes special scoring notation for noteworthy zilches. The zero for a 5-die zilch is drawn as a stylized White Mousehole. 6-die zilches are scored with Black Mouseholes. If a Mousehole is incurred in some level of Greater Glory, then each turnover is noted with a dark bar beneath the Mousehole. The dark bars are called Chevrons. Truly spectacular, heart-rending instances of Chevrons are decorated with Fangs, which in extreme cases are dripping.

It is believed that Mouseholes and Chevrons began in an attempt to console the victim. Many now consider them to be ominous markers of unexpected disaster. Let the greedy beware!

(The source illustrates the following scoresheet notations as images, which are not reproduced here: White Mousehole; Black Mousehole; Black Mousehole with Chevrons; White Mousehole with Chevrons and dripping Fang.)

Sample Game of Zilch

Between players Alf Alfa and Bee Beta. Note: X in scores = 1/2 point.

To determine who goes first:

Alf
rolls 111335   sets aside 111      scores 10    total for turn 10
rolls 123      sets aside 1        scores  1    total for turn 11
rolls 11       sets aside 11       scores  2    total for turn 13
rolls 115556   sets aside 11555    scores  7    total for turn 20
rolls 3        sets aside          scores  0    total for turn 20
Bee
rolls 112235   sets aside 1        scores  1    total for turn  1
rolls 35566    sets aside 5        scores   X   total for turn  1X
rolls 1456     sets aside 1        scores  1    total for turn  2X
rolls 122      sets aside 1        scores  1    total for turn  3X
rolls 36       sets aside          scores  0    total for turn  3X
Alf goes first.
Alf  rolls  124456  25556                          6  points
Bee  rolls  124456  23356  3346                     0  points
                    Alf  6   Bee  0
Alf  rolls  134446                                 5  points
Bee  rolls  223355  124566  23366                   0  points
                    Alf 11   Bee  0
Alf  rolls  244556  11566  3345  255  2            0  points
Bee  rolls  233356  146  15
            234456  12356  2225
            123456  111346                        49X points
                    Alf 11   Bee 49X
Alf  rolls  222256  6                              0  points
Bee  rolls  233455  33344  15
            122234  13566  2456                    7X points
                    Alf 11   Bee 57
Alf  rolls  124566  22466                          0  points
Bee  rolls  122234  13456  2466                    0  points
                    Alf 11   Bee 57
Alf  rolls  123446  22335  2346                    0  points
Bee  rolls  122466  24455  2245  455  3            0  points
                    Alf 11   Bee 57
Alf  rolls  134456  13445  3556  113              4X points
Bee  rolls  124556  12455  3566  334              0  points
                    Alf 15X  Bee 57
Alf  rolls  112345  12346  2446                    0  points
Bee  rolls  223466                                 0  points
                    Alf 15X  Bee 57
Alf  rolls  122336  23456  1245  135               4  points
Bee  rolls  111155
            244466                                25  points
                    Alf 19X  Bee 82
Alf  rolls  234556  24445  6                      0  points
Bee  rolls  123346  12444                          6  points
                    Alf 19X  Bee 88
Alf  rolls  122455  22455  1446  126  14  5
            223345  11244  2346                    0  points
Bee  rolls  335566
            112444                                16  points
                    Alf 19X  Bee 104
Alf's last chance:
Alf  rolls  122366  12336  1245  226               0  points
                    Bee wins!

The source page repeats the closing lines of the final turns (from "Alf 15X Bee 57" through "Bee wins!") a second time after the first ending. The repetition is an artifact of the source document and is not transcribed again here.

222
2
4 of a kindTwice the 3 of a kind
5 of a kindTwice the 4 of a kind
11
50.5
None of the aboveZILCH