Rules of chinchirorin ===================== The components required are three standard six-sided dice and a small bowl in which to roll them. Players take turns making wagers, then roll the dice to try to outscore each other. Very lucky rolls, called 'storms', can even multiply the wagers several-fold. To start, all participants roll a single die once (rerolling any ties), with the highest roller becoming the first banker. Each round, the banker will announce the size of his bank (the maximum amount of money he will risk), then all bettors, in clockwise order from the banker, may wager their own funds against this amount. Once the total of all wagers equals the bank maximum, no further bets may be placed that round unless the banker allows them. The highest bettor becomes the 'player', and will roll dice against the banker, if required. The banker rolls first, tossing all three dice into the cup attempting to get a score. If any of the dice bounce completely out of the bowl while he is rolling, he loses immediately, and must pay each bettor the flat amount of their wagers (this is called a 'piss'). if he rolls three aces (1-1-1), he immediately loses and pays all bettors triple their wagers. If he rolls three- of-a-kind other than aces (2-2-2, 3-3-3, 4-4-4, 5-5-5, or 6-6-6), he immediately loses and pays all bettors double their wagers. If he rolls a low straight (1-2-3), he immediately loses and pays all bettors double their wagers. If he rolls a high straight (4-5-6), he immediately wins and collects double their wagers from each bettor. An immediate win or loss by any of these methods is called a 'storm'. If he rolls a matching pair, then the third die is considered his 'score' (the value of the matching pair is meaningless). For example, a roll of 6-3-6 would result in a score of '3', and 5-2-2 would be a score of '5', and so on. If a score is made, the banker's turn ends and the player must them roll to try to beat or tie the banker's score. The banker is only allowed to toss the dice three times total. If the banker does not storm or score within three throws of the dice, his score is considered '0', and it is then the player's turn to roll. If the banker fails to storm, the player (the highest bettor) then tries to beat or tie the banker's score. If the player rolls a piss, all bettors lose their wagers to the banker. If the player rolls a storm (as described above), the round ends and all bettors must pay or collect accordingly. For example, if a player rolls 1-2-3, each bettor must pay the banker double their wager; on 5-5-5, each bettor would collect triple their wager from the banker, etc. If the player makes a score (the value of the third die accompanying any pair), the round is over. If the player's score beats the banker's score, each bettor collects the value of their individual wager from the banker. If the banker's score is higher, the banker collects all wagers from the bettors. As with the banker, the player only gets three throws of the dice. If he fails to score or storm within three tosses, then his score is considered '0'. If the player's score ties with the banker's (including when they are both '0'), then the round is a draw and no wagers are won or lost (this is called a 'wash'). After wagers are paid out each round, the bettor to the left of the banker becomes the new banker for the next round. If the round ends with a wash (no wagers won or lost), the banker may opt to retain the bank until he either wins or loses a wager, then he must pass the bank to the left as usual. If a banker or bettor is unable to pay a doubleed or tripled wager (due to a storm), he must divide all his remaining funds equally among any and all persons he cannot fully pay. When someone is out of funds (or chips, chits, etc.), that person is obviously out of the game. When playing for chips/chits or using pen-and-paper scoring, the game ends when there is only one person left with any funds. Alternatively, the game can be ended after a pre-determined time limit, and the player with the most funds at that point is declared the winner. If real money is involved, anynone who has enough sense to walk away with more money than they brought to the table can be considered a winner.