Equipment
A
total of six dice are required for this game. Five dice are the same
color, the other die is a different color. The die of a unique color
is called the yeast.
Additionally, a piece of paper and a
writing implement are needed for keeping score.
Play of the Game
Turn
A turn consists of a one or more rolls. At the end of a turn the player may score the value of the player's rack.
Rack scoring
There
are two factors that determine the value of a rack. The length of
the straight is one of the factors. The score for the smallest
straight, a straight of length one consisting of a single ace, is
one point.
The score for the straight is doubled as each die is
added to it. So:
The
straight 1 scores one point.
The straight 1,2 scores two
points.
The straight 1,2,3 scores four points.
The straight
1,2.3.4 scores eight points.
The straight 1,2,3,4,5 scores
sixteen points.
The straight 1,2,3,4,5,6 scores thirty two
points.
The
score thirty two is so important that it gets its own name. Thirty
two points is called a loaf. Sixteen points is commonly
referred to as a half loaf.
If the yeast is in the
rack, then the value for the straight is multiplied by the number on
the yeast.
Here are the scores for all possible racks (the yeast
value is underlined):
-
1 point
1
2 points
1,2
4 points
1,2,3
1,2
8 points
1,2,3,4
1,2,3
12 + 1 points
1,2,3
This is a baker's dozen.
See note below.
Half loaf
1,2,3,4,5
1,2,3,4
24 points
1,2,3,4
1 loaf
1,2,3,4,5,6
1,2,3,4,5
1,2,3,4
Loaf and a half
1,2,3,4,5
2 loaves
1,2,3,4,5,6
1,2,3,4,5
2 and a half loaves
1,2,3,4,5
3 loaves
1,2,3,4,5,6
4 loaves
1,2,3,4,5,6
5 loaves
1,2,3,4,5,6
6 loaves
1,2,3,4,5,6
The Damn Straight
For a Baker's Dozen, the player receives two scores, first twelve points are written and then below that one point is written. This makes the one point score the players biscuit (more on biscuits later).
To
begin a turn the player rolls all six dice. After the roll, at least
one die must be moved into the rack. Dice must be racked in
order (first the one, then the two, then the three, etc). If a die
can not be racked then this is a miss (more on that later).
Once a die goes into the rack, it can not come out for the rest of
the turn.
In addition to the rack a player may
also put any number of dice into the bank. A die that is put
into the bank may not be rolled again (with one exception), it can
only be moved into the rack. While dice must be racked
in order, they need not be banked in order. For example; if the
player rolled 2,2,4,1,3,6 on the first roll, then the player
would rack the 1 (it would be legal to rack the 2,3, and 4 as well,
but there is no advantage in doing that), and bank the 2,3,4, and
6.
After racking and banking the player may reroll any
remaining dice. As long as the player has already banked the next
number that needs racking, then the player will roll without fear of
missing. Continuing with our example, the player rerolls the
duplicate 2. The reroll produces a 4. The situation is now:
-
rack:
1
bank:
2,3,4,6
roll:
4
The
player is able to rack by moving the 2 from the bank to the
rack.
The player rerolls the 4 and gets a 6. The player then
moves the three from the bank to the rack. Now the situation is:
-
rack:
1,2,3,
bank:
4,6
roll:
6
The player rerolls the 6 and gets a 5. Perfect! Damn Straight! This is the best possible turn. the player then racks the 4, 5 and 6 and scores six loaves for the turn.
The Biscuit
All
turns are not so fortunate as the example above. What happens when
players miss (are unable to rack after a roll)? There is one
more concept that must be understood before this can be addressed.
The biscuit is a key element of this game.
A biscuit
is the last positive score that a player has made in this round.
Each player begins each new round without a biscuit. The first time
that a player scores during a round, the player's biscuit is the
value of that score. From that point, until the end of the round,
the player will have a biscuit. Every time the player makes a
positive score, the player's biscuit is set to that value.
Early
in a round, when a player has not yet got a biscuit, if the player
misses, then the player will get no score for the round. A miss can
happen on the very first roll if the initial roll does not contain
any aces.
If a player has racked something, but does
not have the next number in sequence in the bank, then there is a
chance that the player could miss if the player were to roll again.
It is at this point that player must decide whether or not to roll
again, knowing that this might be the last chance to score the
current rack.
If a player has a biscuit, then after the
player's first miss on a turn, the player has a second
decision to make. The player can stop now and take a score of zero
for the turn or the player can say "I'll risk my biscuit!"
and continue the turn.
After a biscuit has been risked on the
turn, if the player misses again during the turn the player will
have the amount of the current biscuit subtracted from the player's
score.
Turn Scoring
There are three possibilities at the end of a turn:
The player racked at least one die after the player's last roll. The player scores the value of the rack.This value also becomes the player's new biscuit.
The player missed and did not risk his biscuit during this turn (either because the player did not have a biscuit to risk or because the player was unwilling to risk it). The player does not score for this turn. The player's biscuit remains unchanged.
The player missed and did risk her biscuit at some point during this turn. The player loses the value of her biscuit. The player's biscuit remains unchanged.
There is a fine point here regarding the biscuit. When a player risks and subsequently loses her biscuit. She loses the number of points in her biscuit. Her actual biscuit remains unchanged! Here is an example that illustrates that:
Alice
first scores 1 loaf on the first turn in a round. Her biscuit is 1
loaf.
On her next turn she scores 1 point, her biscuit is now 1
point.
On her next tuirn she risks and loses her biscuit, 1 point
is subtracted from her score but her biscuit remains at 1
point.
On her next turn, she again risks and loses her
biscuit, 1 point is again subtracted from her score.
There
is no limit to the number of times that a player may risk (and
possibly lose) her biscuit.
Swapping in the Yeast
In
general, once a die has been banked, the only way it can come out
of the bank is by going into the rack. There is one exception to
this rule. When the yeast is one of the dice being rolled (because
it is neither racked nor banked yet) and it comes up the same as a
die that is currently in the bank, the player may swap the
yeast into the the bank and take the matching die out of the
bank.
The reverse is not allowed. The yeast may never be
swapped out of the bank.
The yeast swap may occur before the
required racking for that roll. In the following situation:
-
biscuit:
none
rack:
1,2,3,4
bank:
5
roll:
5
The player may swap the yeast into the bank, then rack the yeasty 5, and then end the turn scoring two and a half loaves.
Strict Biscuit Risking
The Strict Biscuit Risking rule states that a player may only risk their biscuit only after that player has just missed and there is no die in the rack that can legally be racked. Strict Biscuit Risking is the law of the land.
Of course, if the players agree before the game that they wish to play under the Permissive Biscuit Risking option, they are free to do so. This option gives the player an advantage in the following sorts of situations:
-
biscuit:
1 point
rack:
1,2,3,4
bank:
5
roll:
2
The player has not yet risked her biscuit. Under the Strict Biscuit Risking rule, the player must rack the 5 in the bank and then decide whether or not to continue rolling. Under the Permissive Biscuit Risking option, the player may risk her biscuit and roll again. If she rolls a 6 she gets the damn straight, but the real advantage comes when she rolls a 5. Now she can swap the 5 into the bank, rack it, and quit her turn with two and a half loaves.
Turn Examples
1: This is a player's initial roll in a round.
-
biscuit:
none
rack:
bank:
roll:
3,3,4,4,5,6
The player cannot rack and has no biscuit to risk. The turn is over. No points are scored.
2: There are often choices to be made even when there is no biscuit.
-
biscuit:
none
rack:
bank:
roll:
1,3,4,4,6,6
This player made really wanted to get a small biscuit because that would give much more flexibility later in the round. So, after racking the 1, the player elected to stop rolling and take the one point. If the player were to have rolled again and missed (did not roll a 2) then the turn would have been over and the player still would have no biscuit.
3: Other players may have made different choices on the same roll.
-
biscuit:
none
rack:
bank:
roll:
1,3,4,4,6,6
This
player racked the ace, banked the 3 and yeasty 4 and rolled
the rest.
The result is shown in the next example.
4:
-
biscuit:
none
rack:
1
bank:
3, 4
roll:
2,3,4
This player got his 2 and racks it. The player now has two free rolls because the next two numbers are in the bank. The player rerolls the unbanked 3 and 4 and rolls a pair of aces. The player then racks the 3 from the bank and rolls again. This time he rolls 2,6. The 4 from the bank gets racked and the player decides to stop with a loaf in the rack.
5: There are more options when the biscuit is small.
-
biscuit:
1 point
rack:
1
bank:
2
roll:
4,4,5,6
This player racks the 2 and banks the 4,5,6. She now has two rolls with the remaining dice to roll the needed three. Of course, if she needs to take the second roll, she will be risking her one point biscuit, but that is no big deal.
6: The bigger the biscuit, the less likely the player is to risk it.
-
biscuit:
4 loaves
rack:
bank:
roll:
2,4,4,4,5,6
This was the player's first roll and he missed. He elects to take a score of zero for the turn rather than risk his four loaf biscuit.
Round
A
round consists of a set of turns for each player.
There is no set number of turns that comprise a round. Some rounds
are over in a single turn, some rounds take many turns.
The
winner of a round is the first player who, when the player's turn
comes around, is all alone in the lead and has a score that
is six loaves or more.
Actually, many rounds end a
little before that point. To be more exact, a round is ended also
when a player has more than six loaves and there is no player left
who can tie or go ahead of the leader even if they score a perfect
six loaf turn.
Here are a few examples:
In a two person game, Alice has four loaves and Bob has two loaves. Alice scores five loaves. This gives Alice a total of nine loaves. Even if Bob was to have a perfect turn and roll a Damn Straight and score six loaves, Alice would still be ahead nine loaves to eight loaves when it came to be her turn again. So Bob does not get a chance to roll again. The round is over and Alice has won.
In a two person game, Alice has five loaves, Bob has one loaf. Bob scores five loaves on his turn. This gives him six loaves. Alice is within striking distance (since Bob is less than six loaves ahead of Alice. Alice takes her turn and scores two loaves. Now she is a loaf ahead of Bob. Bob now takes his turn and scores one loaf. Now they are tied. Alice scores nothing on her next turn (her initial roll has no aces in it, and she is unwilling to risk her biscuit, since if she were to lose her biscuit Bob would win the round). Bob then scores one point on his turn. This puts Bob one point ahead of Alice. Alice then scores no points on her turn (even after risking her biscuit). Bob wins the round.
In a three person game Alice has one point, Bob has four loaves, Charlie has nothing. Alice gets a Damn Straight on her turn. Bob scores nothing on his turn. The round is now over since Charlie is not in striking distance.
In a three person game Alice has one point, Bob has nothing, Charlie has five loaves. Alice Gets a Damn Straight on her turn so she has six loaves, one point. Even though Bob can not go ahead of Alice on this turn he still gets to roll hoping that Charlie will come through and prolong the round. So Bob takes his turn and also gets the perfect six loaf score. Charlie takes his turn and scores two loaves. The score is now Alice: six loaves plus one, Bob: six loaves, Charlie: seven loaves. Alice then scores nothing on her turn and then Bob scores two loaves to take the lead. Both Charlie and Alice get nothing on their next turns so Bob wins the round.
Courtesy
When
a player is ahead, and has scored enough on a turn so that she
clinches the round (because nobody else can catch her), she stops
rolling at the point that the round is clinched. So if Alice has
five loaves and Bob has nothing, if Alice rolls 1,2,3,4,5,5
on her first roll she simply takes her loaf and a half and ends the
round.
There is no point in repeatedly rolling the extra die to
see if she could get three loaves.
Starting the first round
Before
the first round, all players roll the yeast (the die of a unique
color) to see who gets to have the first turn in the first round. If
one player has the highest roll, that player gets to go first.
If
there is a tie, then all players remember their score and
roll the yeast again.
If one player has the highest total, then
that player gets to go first.
As long as there is a tie for
the highest total, all players roll again, adding their latest roll
to their total. This continues until there is one player with the
highest total.
The player with the highest total goes first in
the first round.
Turns always pass clockwise among the
players. This means that turns pass to the left.
Starting subsequent rounds
The player who won the the previous round always gets the last first move in the next round. This means that the person to the left of the winner of the previous round gets to go first in the next round.
Game
A
game is composed of rounds.
For a two person game,
the game winner is the first person to win four rounds.
For a
three person game, the game winner is the first person to win three
rounds.
For a game with four or more people, the game winner is
the first person to win two rounds.
The Scorepad
Scores
are kept in a vertical column for each player. For most small scores
(1,2,4,8,12, and 24) the score is just written as a number. The
other scores are all written with a circle around them (for
formatting reasons, I have underlined these entries instead of
circling them as you would on a score pad).
Here are the
scorepad entries for the large scores:
-
+
Half loaf
1
One loaf
1+
One and a half loaves
2
Two loaves
2+
Two and a half loaves
3
Three loaves
4
Four loaves
5
Five loaves
6
Six loaves
When
a player loses his biscuit, the scorekeeper simply crosses out the
previous score by putting a line through it. If the previous score
in the round already has a line through it, then a new entry will be
added in the player's column that is preceded by a minus sign.
Here
is part of a scorepad:
Alice
Bob1
2+
-1 2
-1
4
-1
-1
5
Bob won
Alice
was having a tough round. She had a small biscuit and kept risking
it and losing it. Bob, on the other hand, scored well without having
a small biscuit. The players may not have the same number of entries
for a game as no entry is made when a player scores zero
points.
Bob won the hand, but Alice could have caught up if
she had scored four or more loaves on her last roll. She most
certainly risked her five loaf biscuit and lost it but the five loaf
entry was not crossed out. This only happens on the last turn of the
round. When the last player of the hand is behind by six loaves or
less, that player is forced to risk the old biscuit, but as a
courtesy it is not scratched out. This in no way affects the
outcome of the round.
Below is an image of an image of a
score pad
for a game between two
people. Notice the barbs on
the lines between the rounds. They show who won the last round, and
how many rounds that that player has won.
Here is a score pad for a three person game (a game where each player only scored six loaves or nothing each turn). Note that with three or more people or more the barbs are no longer used. Instead, the number of rounds that a player has won is written in a rectangle hanging from the dividing line between the rounds.
Box Rules
Damn
Straight is an ideal game to take camping or backpacking. In both
cases you must be prepared by having a nice rolling surface. When I
am camping, I have a small box (a See's Candy box) that is about 5"
by 10". When I am backpacking I take some tiny dice and a
plastic coffee can lid (about 6" in diameter).
In both
cases, it is undesirable to have the dice flying about the
wilderness due to over-exuberance while rolling. So, any dice that
do not make it into the box (or lid) are out for the rest of that
turn!
Similarly
when playing on a table the players may agree to play table
rules. If a player is rolling a dice and it goes onto the floor,
it is out for the round. You are not allowed to use your arm to keep
the rolling die on the table!
Glossary
activating the yeast |
If the yeast is in the bank but there is no guarantee that it can make it into the rack because at least one of the smaller numbers has not been saved yet to the bank or rack, than that yeast is not yet activated. When the missing number is rolled and saved then the yeast becomes activated. |
baguette |
A rack of 1,2,3,4,5,6 |
batard |
A rack of 1,2,3,4 |
biscuit in the box |
An expression meaning that the player has risked the biscuit on this turn |
Endgame |
The endgame begins in each round when the first player reaches the six loaf threshold. |
long loaf |
A baguette |
Mini-biscuit |
A small biscuit that a player can risk with little fear |
oven |
Another word for the bank |
pentaloaf |
A rack worth five loaves 1,2,3,4,5,6 |
quadraloaf |
A rack worth four loaves 1,2,3,4,5,6 |
Rack after roll |
A reminder that the only way to get positive points in a turn is to be able to rack a die after the last roll. Part of the famous children's ditty “Rack after Role gets you nearer your Goal”. |
short loaf |
A rack of 1,2,3,4 worth one loaf |
swapping in the yeast |
Trading the yeast for a matching die that is already in the bank |
tri-loaf |
A rack worth three loaves 1,2,3,4,5,6 |
Yeast |
The one die that is a different color from all the other dice. |
History
This
game was created by Jon Hale in August 2007.
Copyright 2007-2015
- Jon Hale.
Version 150505.