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### Want to play a game?

Sneeuw is not very talkative. However, she will play dice games with anyone to break a particularly long and awkward silence. Games are usually played for fun, seldomly for stakes, but she will occasionally gamble. Here is a list of games she will play.

**Beetle**

Requires: Something to draw on, something to draw with, a single six-sided die.

How to play: Each player takes a turn rolling the die. Each number on the die corresponds with the body part of a beetle. Whichever part you roll, you must draw on the parchment. Whoever finishes the beetle first, wins. The body must be drawn before any other part, and the head must be drawn before eyes or antenna can be drawn.

Roll a 1: Draw the head.

Roll a 2: Draw an eye. (There are 2 eyes. The head must be drawn before eyes can be added.)

Roll a 3: Draw a leg. (There are six legs. The body must be drawn first.)

Roll a 4: Draw a wing, of which there are 2.

Roll a 5: Draw an antenna, of which there are 2.

Roll a 6: Draw the body, of which there is 1. The body must be drawn before any other body part, which means each player takes a turn rolling the die until someone rolls a 6.

**Ship, Captain, and Crew**

Requires: Five six-sided dice.

How to play: The object of the game is to roll a six (the ship), a five (captain), and a four (the crew) with three dice, and roll the highest possible score with the remaining two dice (the ship's cargo). This is typically a betting game, but for the spirit of comradery, the ante can be immaterial items, or can be played without an ante. Each round, the first player sets the ante.

The game goes clockwise around the table. Each player has three rolls to make ship, captain, and crew. A person who has rolled ship, captain, and crew, but would like to try for a higher score with their cargo, may reroll as long as their "shooter" descends in order from six, five, and four. In addition, a player who makes ship, captain, and crew in less than three rolls may reroll their remaining dice for a better score. If they choose to do this, they lose their previous high score. If the player who makes ship, captain, and crew in fewer than three rolls, the other players must try to beat their score in as many rolls. The winning player gets the entire pot.

The player who wins the last round begins the next round with a new ante. If there's a tie, a new round is started.

Terminology: The last person to roll the dice is called "the hammer". The current high score is called "the point". Rolling a twelve for cargo is called "midnight". A tie in which two players both roll "midnight" is called "being bit by the dream spider", perhaps because the game is also known as "shattered dreams" in some locales.

**Hazard**

Requires: Two six-sided dice.

How to play: There is no limit to the number of people who can play this game, but only one player- the "caster"- may have the dice at a given time.

In each round, the caster specifies a number between five and nine: This is the "main". They then roll the dice.

-If they roll the main, they win ("throws in")

-If they roll a 2 or a 3, they lose ("throws out")

-If they roll an 11 or a 12, the result depends on the main:- With a main of 5 or 9, they throw out with both an 11 and a 12
- With a main of 6 or 8, they throw out with an 11, but throw in with a 12
- With a main of 7, they throw out with a 12, and throw in with an 11.

If the player neither throws in nor throws out, the number rolled becomes the "chance". The player rolls again.

-If they roll the chance, (that is, the same number they rolled during the turn they neither threw in or threw out), they win

-If they roll the main, they lose

-If they roll neither, they reroll until they either roll the winning chance, or the losing main

As long as they keep winning, the caster may keep rolling, but if they win three times in succession, they must pass the dice on to the next player (going clockwise).

**Three Man**

Requires: Two six-sided dice, alcohol. This is a drinking game AND a dice game!

How to play: The "three man" is chosen. Whenever someone rolls a 3, or a total of 3, (1 and 2), the Three Man takes a drink. If two 3s are rolled, the Three Man takes two drinks. If the player in possession of the dice rolls a total of 5, the person on their right takes a drink. If the player rolls a 7, the person on their left takes a drink. If the player rolls doubles (two numbers that are the same if they are not three), there is a "roll-off". The player selects two participants and hands each a die, which they must roll at the same time. The person who rolls the lowest number must drink the difference. (For instance, someone rolls a 6 and the other rolls a 2, so the player who rolled 2 must take 4 drinks, since 6-2=4.)

Additionally, anyone whose dice fall off the table during a roll may be loudly admonished as a Sloppy Jalopy, and immediately becomes the new Three Man.

The objective of the game can either be to become as drunk as possible, or end up the most sober person at the table, depending on the preference of the players.