

Three Three Three





And what are points for? Let's brainstorm that a bit.
  • They could buy off complications.
  • They could buy re-rolls.
You tell me! Share your thoughts in the comments.


  1. You could use the basic idea without points. Each player has 3 dice in their colour. First player rolls 3d6, passes one on. Next player rolls 4d6 (his three plus the passed dice), keeping 2 passing 1. If he uses your dice, it goes straight back to you. If he passes it, it goes round the table. If he does neither, he keeps it and can roll it like one of his dice next turn.

    So it goes on - one dice is always passed on, and when someone uses a dice that came from another player it goes back to them. If one of your dice comes back to you, you are compelled to use it that roll.

  2. Is there any mechanical effect of choosing whether to use another player's dice or giving it to the next player?

  3. I love, love, love this idea. Passing potential consequences on to the next player could result in a lot of different scenarios. I want to take this mechanic, and make a game based around it. Well done, sir.

  4. Please do! I'm eager to see how it works. :D

  5. I really like the idea of having different color dice for each player,
    then if you use a different player's die that ties both characters in
    for the intended change.

  6. This sounds fantastic for a game with a split competitive/cooperative nature, such as a crime game. Passing high dice helps your team accomplish the mission, but ultimately, more survivors means your share of the loot gets smaller, so you have incentives both to pass low dice, and not to take the dice passed to you, in hopes that they get pack to their owner.

    I'll prototype something around this and get back to you. Thanks for posting this!

  7. Nice theme! Very curious to see how that turns out.

  8. We've been making the LEGO game Minotaurus interesting by having each player, on his turn, roll as many dice as we have players, picking one result, then passing the others around. It's taken a game for kids and made it playable by adults.

  9. Ooh. Now that is very interesting. You see that mechanic much more often in card games, where you have more diverse choices than "good result" and "bad result." What do the dice results give you in Minotaurus?

  10. a similar thing is in the new Martin Wallace Doctor Who game, only with cards

  11. Ooh. Can you tell me more? Genuinely interested.

  12. In the DW game, you get three cards passed to you from the left. Take these, draw two cards (plus any that have been banked), play as many as you want/can, then pass three to the player on your right.


Daniel Solis
Art Director by Day. Game Designer by Night.