Play Qualification Against the Computer

Rules of Qualification Dice

Summary

Each player uses five dice. A game consists of a series of rounds in which one player (the Boss) rolls a hand (the Boss Hand) that all other players must try to beat. Players beat the Boss hand by rolling a required combination on two to four of their dice, and beating the Boss' point (the Point) on their remaining dice. The role of Boss rotates around the table from round to round. The player with the most points at the end of the game wins.

Game Play

At the beginning of each round, all players roll their dice (if playing with real dice, ensure that all throws are kept concealed). The Boss chooses a qualifying throw requirement based on the Boss Hand, and whether players must roll roll higher or lower than the Point to win. Qualification requirements appear in a drop-down; all requirements which the Boss hand meets are identified with an asterisk (*) before their name. The Boss may choose any requirement from the list, but must choose "Stand on this roll" when choosing a requirement for which the Boss Hand is not qualified (which amounts to a bluff).

After selecting the qualification requirement, all hands are revealed. Players will have two throws to improve their hands; the Boss has one roll to improve the Boss. The order of play is:

  1. Players who have not qualified yet throw until they qualify or have thrown twice.
  2. All players who have qualified but whose points do not beat the Point throw until they beat the Point or have thrown twice (rolls made to qualify count against the two throw limit). Dice that are used to satisfy the qualification requirement are frozen (by clicking on the checkboxes below the dice to be frozen) and do not get thrown.
  3. After all players have beat the Point or used all their throws, the Boss may throw once to try to improve the Point. The Boss is not required to use this throw to try to beat all players; the Boss chooses to stay with a Point that beats some players but loses to others. If the Boss throws and improves the Point, all players with unused throws remaining use those throws to try to beat the Point.

The Boss may stand after declaring the qualification requirements and scoring option and before revealing the Boss Hand; this is a declaration that the Point is good enough as-is to beat any point a player might roll (i.e., the Boss is giving up the one roll to improve the Point). Other players must either:

  • concede and pay immediately;
  • ante triple for a chance to beat the Point.
A Boss who stands on a throw must pay double to any player who beats the Point. The Boss is not required to reveal the Boss Hand to players who concede, and need not reveal it at all if all players concede. However, if the Boss is bluffing (if the Boss chose a qualification requirement that the Boss hand does not meet) the Boss immediately pays double to all players who challenged the Boss (the players are not required to throw).

Scoring

Qualification Dice is a banking game. Each player begins with 1000 points (for at-home play, use whatever starting value players agree upon; chips may be used to represent each player's stake). Each round, the Boss states how large a bet he or she will cover; players may ante bets up to that size. Any player who fails to qualify and beat the Point loses the ante to the Boss. Any player who beats the Point wins a payout from the Boss (the payouts are listed with the qualification requirements).

If the Boss stands on a throw, players choose between immediately paying their ante to the Boss, or risking three times their ante to challenge the Boss. The Boss pays double the normal payout to a player who challenges and beats the Boss.

Rules of Progressive Qualification

Summary

Each player uses five dice. There is no Boss; the qualifying throw for each round is predetermined beginning with the easiest qualifying requirement. Every player gets three throws to qualify and make the high point. The player with the high point scores the points for the round. The player with the highest point total at the end of the game wins.

Game Play

At the beginning of each round, players throw their dice (there is no need to keep the first throw concealed for at-home play with real dice). The qualifying throw is pre-determined based on the round of play. The player with the highest point sets the Point for the round (if two players are tied for the highest point, their point becomes the Point). Players who have not qualified on their first throw continue to throw until they qualify or until they have thrown two additional times.

After the Point is set, players who do not beat the Point throw to improve their hands; the dice used to satisfy the qualifying requirement are frozen (by clicking on the checkboxes below the dice to be frozen) and remaining dice are thrown. Each player is allowed a total of three throws for the round (including throws used to qualify). If a player throws higher than the Point that player's throw becomes the new Point.

After the Point is set, players who do not beat the Point throw to improve their hands; the dice used to satisfy the qualifying requirement are frozen and remaining dice are thrown. Each player is allowed a total of three throws for the round (including throws used to qualify). If a player throws higher than the Point that player's throw becomes the new Point.

If two or more players have tied the Point then the round is a Push (there is no winner for the round, and nobody receives points for the round). If some players are tied for the Point while all other players have used all their throws, the tied players may agree to a Push (but a player with throws remaining is not required to accept a Push if offered by another player).

Scoring

Progressive Qualification is a scoring game. Each player begins with 0 points and each round is worth a certain number of points (for at-home play, use a tally sheet to record the winner of each round). The qualifying requirement for each round, and the points awarded for winning the round, are:

Round Qualifying Throw Points Awarded
1 One Reno 2
2 One Vegas 2
3 Three to Make Ten 3
4 Nevada 3
5 Two to Make Ten 4
6 Two Vegas 6
7 Ship, Captain, Crew 6
8 Two Reno 7
9 Monterey 8
10 Four to Make Ten 9
11 Three to Make Five 11
12 Three to Make Sixteen 11

The winner is the player with the most points after twelve rounds.

Qualifying Throws

The twelve qualifying throws follow; they are listed in order from easiest to throw to hardest to throw (Three to Make Five and Three to Make Sixteen are equally hard to throw). Every throw of five dice qualifies for at least one category listed below; most qualify for two or more categories; a key strategy when Boss is to choose between a more difficult qualifying throw with an easier point and an easier qualifying throw with a more difficult point.

One Reno

Qualify: roll a pair
Chance to Throw: 7056 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining three dice
Payout: Boss pays out 1:1 to winners; worth 2 points in Progressive Qualification

One Vegas

Qualify: roll a seven or an eleven on two dice
Score: roll higher or lower than Boss (as declared by Boss) on remaining three dice
Chance to Throw: 6540 out of 7776 in one throw
Payout: Boss pays out 1:1 to winners; worth 2 points in Progressive Qualification

Three to Make Ten

Qualify: roll a count of ten on three dice
Chance to Throw: 4965 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining two dice
Payout: Boss pays out 3:2 to winners; worth 3 points in Progressive Qualification

Nevada

Qualify: roll one reno and one vegas on four dice
Chance to Throw: 4344 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining die
Payout: Boss pays out 3:2 to winners; worth 3 points in Progressive Qualification

Two to Make Ten

Qualify: roll a count of ten on two dice
Chance to Throw: 3816 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining three dice
Payout: Boss pays out 2:1 to winners; worth 4 points in Progressive Qualification

Two Vegas

Qualify: roll two sevens, two elevens, or a seven and an eleven on four dice
Chance to Throw: 2520 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining die
Payout: Boss pays out 2:1 to winners; worth 6 points in Progressive Qualification

Ship, Captain, Crew

Qualify: roll a 6,5,4 or a 1,2,3
Chance to Throw: 2460 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining two dice
Payout: Boss pays out 3:1 to winners; worth 6 points in Progressive Qualification

Two Reno

Qualify: roll two pairs
Chance to Throw: 2256 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining die
Payout: Boss pays out 3:1 to winners; worth 7 points in Progressive Qualification

Monterey

Qualify: roll a 5,4,3 or a 4,3,2
Chance to Throw: 1980 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining two dice
Payout: Boss pays out 3:1 to winners; worth 8 points in Progressive Qualification

Four to Make Ten

Qualify: roll a count of ten on four dice
Chance to Throw: 1730 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining die
Payout: Boss pays out 4:1 to winners; worth 9 points in Progressive Qualification

Three to Make Five

Qualify: roll a count of five on three dice
Chance to Throw: 1380 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining two dice
Payout: Boss pays out 5:1 to winners; worth 11 points in Progressive Qualification

Three to Make Sixteen

Qualify: roll a count of sixteen on three dice
Chance to Throw: 1380 out of 7776 in one throw
Score: roll higher or lower than Boss (as declared by Boss) on remaining two dice
Payout: Boss pays out 5:1 to winners; worth 11 points in Progressive Qualification