Dice-A-Roo for Two!
Written by Pyphracket

Ever wanting to bring in more great Neopets stuff into your life? You've bought the plushies, the stickers, the notebooks, and school supplies. Your Neopets magazine is so dog-eared it's beginning to look like a Gelert chew toy. Your local store supplier of Neopets merchandise now knows you very well and is having bets with the rest of his staff as to how many minutes it will be before you come racing back into the store to buy more. Well, now you can play one of the great Neopets games as well! Here is a special adaptation of Dice-A-Roo so you can play it with your friends and family!

This can be played with 2 or more players. First of all, you'll need some supplies they are:

- A bunch of pennies (hopefully 20 per player).
- A bowl to be used for the jackpot (or you can just make a pile of pennies in the middle).
- Five treats per player (perhaps M&Ms or little 1 cent candies or little chocolates).
- Five Dice-A-Roo dice (instructions on how to make them at the end of this article).
- Two normal six-sided dice (you can borrow these from an "Adventures in Neopia" board game or some other board game).

Each player starts with 20 pennies and five treats. To begin, everyone who is playing puts in five pennies and 1 of their treats into the jackpot bowl (or jackpot pile). Whoever owns a Blumaroo neopet goes first (or whoever is youngest, if no Blumaroo is available or if there is more than one Blumaroo owner at the table).

Everyone starts on the red dice. When it's your turn, roll the appropriate dice that you're on and do as follows.



Skull - You're out of the game! All the pennies and treats that you've put in the middle are lost to the pot! You can come back in and try to get them back if you put in 5 more pennies and 1 treat into the pot.

Arrow - Move to the next die. The order of dice goes: red, blue, green, yellow and then white. If you're rolling the red die normally and you roll the arrow then the next time you roll a die you will roll the blue die (if you are on the blue die and roll an arrow then next time you roll the green die). The white die does not have an arrow and is the "highest" die you can get. NOTE: it will probably look like a triangle when you roll it.

Checkmark - When it says "Gain 1 die of pennies" that means you roll 1 normal die. Then you take a number of pennies from the jackpot bowl equal to what you rolled. (e.g.. Sythin rolls a 3 so he takes 3 pennies from the jackpot bowl). When it says "Gain 2 dice of pennies" then you roll 2 normal dice and gain that many pennies (or you can just roll one die twice).

An 'X' - this works the same as the checkmark except that instead you LOSE that many pennies. So if you roll a 4 then you take 4 of your pennies and put them into the jackpot bowl.

A Circle or Zero - Nothing Happens. Really.

A Gift - You get to take 1 treat from the jackpot bowl! Yay! If there aren't any then too bad. :(

JACKPOT!! - You win the jackpot! You get to take EVERYTHING from the jackpot bowl! The game doesn't have to end either players can keep playing and try and get pennies back into the bowl so that there is a big jackpot again! :)

After you roll the person on your left gets to roll for their turn. If you get a skull and don't have enough pennies or treats to re-enter the game then you're out for good.

If there is only one person left playing then they get the entire jackpot!

The person who has the most pennies at the end wins (although the person with lots of treats will probably be pretty happy as well)!

[Click Here for Instructions on How to Make the Dice]



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