



Click the icon of
the dice to open the Solowuerfeln window.
Use the ConfigTool to add this button to your toolbar. 




(fig.
1)

Solo Dice is a nice,
short dice game which can be played to pass time or while waiting for other
players. It has certain similarities to Can´t Stop, but there are also
clear differences.
Each turn you roll
five dice and form sums with two pairs of the dice. These sums are marked
on the left, and the single die on the right. (fig. 3)
Roll the dice by clicking
on Game Over, or afterwards on the dice that appear in its place. (fig. 1,
2) Then click the sums of your two pairs in the left column  a green mark
appears for each of them. (fig. 3) When you make the next roll, these choices
become final and turn white. (fig. 4)



(fig.
2)

The goal of the game
is to score many points by skillful selection of the two pairs. The exact
points will be described later. The following rules limit the selection of
the pairs:
 You may open
as many of the 11 possible pairs as you wish.
 On the right,
you may only open three numbers. I.e., if you already have three numbers
open on the right, you must always leave one of these three numbers as the
leftover die. If you don't roll any of your three numbers, you may leave
any die unused, and such a free throw will be marked under F on the right.
 The game ends
when one of the numbers on the right is used eight times.



(fig.
3)

The point assignment:
Points are scored only
for the pairs tallied on the left, according to these rules:
 The first time
you open each number, it costs 200 points.
 The fifth time
you score each number, you get the 200 points back.
 The sixth through
tenth time you score each number, you score its basic value from the table
below.
 You can select
a number more than ten times, but it will not score any additional points.



The
basic values:
Sum 
2 
3 
4 
5 
6 
7 
8 
9 
10 
11 
12 
Score 
100 
70 
60 
50 
40 
30 
40 
50 
60 
70 
100 



(fig.
4)

An example:
You form a 7 (6+1) and a 10 (5+5), leaving a 5. (fig. 3)
When you roll the
dice the selection becomes final. You now have 400 points, since you opened
the 7 and 10. (fig. 4)




(fig.
5)

With the next roll, two 10s were selected, and
a 3 was left over. Thus, you still have 400 points. (fig. 5)



(fig.
6)

After some further rolls, five pairs and the maximum
three numbers on the right are open. (fig. 6) You have recovered the 200 points for opening each of 7 and 10 by scoring each of these five times. You still have 600 for the other three open numbers. In addition, you have 30+30 points for the 6th and 7th 7s, and 60+60 for the 6th and 7th 10s, for a total of 600+60+120 = 420 



(fig.
7)

With this roll, only the 3 can be left out, so you must play 8 and 10. (fig. 7) 


(fig.
8)

Since this is the 8th 3 set aside, the game ends. You have scored 600 for the incomplete 8, 9, and 12, plus 5*30 for the 7s and 5*60 for the 10s. The total is 600+150+300 = 150. (fig. 8)


