HT High Rollers: The Perfect Pinwheel 🎲
Overview
The Perfect Pinwheel is a fast-paced, competitive dice game perfect for two or more players looking to gamble or just have fun. A thrilling twist on the classic “Ship, Captain, and Crew,” this game adds high-stakes dynamics and wild rule variants. Easy to learn but hard to master, this game is ideal for casino nights, friendly wagers, or game night with a twist.
What You Need
- 5 standard dice
- 2 or more players
- A betting system (coins, chips, cash, or points)
Objective
Be the first to roll a 6 (Ship), then a 5 (Captain), then a 4 (Crew) — in that exact order — and earn the highest “cargo” score (sum of the remaining two dice).
Game Sequence
How to Play
- Each player gets up to three rolls per turn.
- All five dice are rolled on the first roll.
- After each roll, players must set aside dice in sequence (6 → 5 → 4).
- Once 6, 5, and 4 are set, the remaining two dice are your “cargo.”
- The cargo total is your score for the round.
Important Sequence Rules
- Must lock a 6 before you can lock a 5.
- Must lock a 5 before you can lock a 4.
- Only after setting 6, 5, and 4 can the remaining dice count toward your cargo.
Scoring
- Cargo = sum of the last two dice (after Ship, Captain, and Crew are locked).
- Highest cargo among all players wins the round and takes the pot.
- Tie? Tied players do a one-roll shootout. Highest cargo from one roll wins.
- If no one completes the 6-5-4 sequence in a round, the pot carries over.
The Perfect Pinwheel Rule
Instant Win: If a player rolls 6, 5, 4, and two 6s (cargo = 12) on their first roll, it’s considered a “Perfect Pinwheel” — automatic win of the entire pot. This rule is optional but adds excitement!
High Roller Variants & House Rules
- 3-Roll Minimum: Players must take all three rolls, even if 6-5-4 is achieved early.
- Joker Dice: The number 1 counts as wild after setting your 6.
- Blazing 6s: If your cargo is a pair of 6s, you automatically double the pot or beat all other cargo totals.
- Penalty for No Ship: Failing to get a 6 in three rolls means you owe double the ante next round.
Example Turn
Roll 1: [6, 3, 3, 5, 2] → Set aside the 6 (Ship). You cannot touch the 5 yet.
Roll 2: [3, 3, 5, 2] → Set aside the 5 (Captain). Still can’t keep the 4 yet.
Roll 3: [4, 6] → Set aside the 4 (Crew). Your remaining die is 6. Your score is 6.
Tips for Winning
- Prioritize getting the sequence — cargo doesn’t count unless you have 6-5-4.
- Use your last roll to maximize cargo once the sequence is locked.
- Pay attention to other players’ scores — gamble smartly in tiebreakers.
- Bluffing and table talk can enhance fun in house-rule games!
Suggested Stakes
- Low: Poker chips, pennies, or tokens for casual play.
- Medium: $1 ante per player per round.
- High Roller: $5–$20 buy-in per round, depending on your group.
Final Thoughts
The Perfect Pinwheel is a dynamic, exciting game of chance, strategy, and sometimes outrageous luck. Whether you’re playing for fun or real stakes, this game brings everyone to the table. Just remember: the sequence is king, cargo wins the crown! 🎲👑
