Ship, Captain and Crew
Roll a 6, then a 5, then a 4 in three rolls; the other two dice are your cargo.
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How to play
- Five dice, three rolls a turn.
- You need a 6 (the ship), then a 5 (the captain), then a 4 (the crew), strictly in that order. Each is set aside as soon as it appears.
- Once all three are aboard, the other two dice are the cargo. Hold the total or reroll them with any rolls left.
- No ship, captain and crew after three rolls scores nothing.
- Highest cargo wins the round; best of five rounds wins the match.
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