looks like you’re searching for “HT High Rollers The Perfect Pinwheel.” Based on common dice games, this likely refers to a specific set of rules or a variant for a game often called “Pinwheel,” “Ship Captain Crew,” or “Sevens.”
This is a fast-paced, sequential dice game that’s perfect for a group of “high rollers” looking for a quick and exciting gambling game.
Here’s a breakdown of the classic rules, which are likely the foundation for “The Perfect Pinwheel.”
The Perfect Pinwheel: A Dice Game Guide
The goal is to be the first player to “ship” their dice by rolling a specific sequence: a 6, a 5, and a 4, in that order.
What You Need
· 5 Dice
· 2 or More Players
· Something to bet with (chips, pennies, or just for bragging rights)
Basic Gameplay & Sequence (The “Pinwheel”)
The game is played in rounds. On a player’s turn, they get up to three rolls to achieve the sequence.
- First Roll: The player rolls all five dice.
- Setting Dice: After each roll, the player must set aside at least one die that is part of the required sequence, starting from the top.
- The Sequence is KING and must be followed in order:
· The Ship (6): You must lock a 6 first. If you have one or more 6s, you must set one aside. You cannot keep a 5 or a 4 until a 6 is set.
· The Captain (5): Once a 6 is set, you can then set a 5. You must set a 5 if you have one.
· The Crew (4): Once both a 6 and a 5 are set, you can finally set a 4.
· The Cargo (The Last Two Dice): Only after you have successfully set your 6, 5, and 4 (your Ship, Captain, and Crew), the sum of the remaining two dice becomes your “cargo” or score.
A player’s turn ends when:
· They use their three rolls to get 6-5-4 and a cargo score.
· They fail to set the next required die in the sequence after their third roll (e.g., they have a 6 and a 5 set but no 4 on the final roll).
Scoring and Winning
· The player with the highest cargo score (the sum of the last two dice) after a full round wins the pot.
· If there is a tie for the highest cargo, those players have a “roll-off,” taking one roll each. The highest single cargo roll wins.
· If no one manages to get a Ship, Captain, and Crew in a round, the pot carries over to the next round.
“The Perfect Pinwheel” / High Roller Twists
The name “High Rollers” and “The Perfect Pinwheel” suggests there might be special rules or bonuses. Here are some common high-stakes variations:
· Automatic Win (“The Perfect Pinwheel”): Rolling the full sequence (6, 5, 4) and a pair of 6s as your cargo on the first roll is often considered an automatic win of the entire pot.
· 3-Roll Minimum: Some rules state that you must use all three rolls to “ship,” even if you get 6-5-4 on your first roll. This gives you more chances to improve your cargo.
· Joker Dice: Some house rules allow a “1” to be wild and count as any number in the sequence once a 6 has been set.
· Blazing 6s: If your cargo is a pair of 6s, it might double the pot or beat any other score.
Example Turn:
- Roll 1: Dice show [6, 3, 3, 5, 2].
· You must set the 6 aside. You cannot touch the 5 yet.
· You re-roll the remaining four dice: [3, 3, 5, 2]. - Roll 2: You now have a 6 set. You roll the four dice and get [5, 4, 1, 1].
· You must set the 5 (your Captain) aside.
· You now have 6 and 5 set. You re-roll the remaining two dice: [4, 1]. - Roll 3: You roll the two dice and get [4, 6].
· You must set the 4 (your Crew) aside.
· Your sequence is complete! Your “cargo” is the last die, which is a 6. Your score for the round is 6.
This is a fantastic, fast-paced game. Establish your “High Roller” house rules before you start playing for the truest “Perfect Pinwheel” experience