Flexdeck Dice Poker
A New Flexdeck Game by Martin Willett
Last revision: 11/16/19
This original Flexdeck game takes advantage of the Flexdeck’s design, and is inspired by the many variants of poker dice which have been around for at least 125 years, likely longer. The Flexdeck’s design gives each player a virtual ten-sided die, numbered from zero to nine.
PLAYERS: 2
TIME: 3 minutes per hand, 5 hands per game, 15 minutes total
EQUIPMENT:
One Flexdeck, 55 cards (full set of double-nine dominoes)
Table of Winning Hands (in descending order) | ||
Five of a Kind | 5 identical values | Higher die value wins |
Straight-5 | 5 consecutive values | Highest die wins (for example, 0-1-2-3-4 loses to 2-3-4-5-6) |
Full House | 3 of one kind, 2 of another | Highest value of the 3 of a kind |
Two Pair | 2 of one kind, 2 of another, unmatched fifth die | Highest value of one of the pairs; if still tied, the second pair; if still tied, the highest fifth die value |
Straight-4 | 4 consecutive values, unmatched fifth die | Highest die of the straight wins (for example, 0-1-2-3-9 loses to 2-3-4-5-7) |
Three of a Kind | 3 identical values, 2 unmatched dice | Highest value of the 3 of a kind |
One Pair | 1 pair matched dice, 3 unmatched dice | Highest pair value |
Garbage | 5 unmatched dice, no run of 4 consecutive dice | Highest total of all 5 dice |
Dealer deals five face-up cards in a row in the middle of the table. The row of dominoes facing each player (one half of each of the five cards) constitute the opening dice roll.
In this sample game, Player 1 (dealer) has rolled a 1,1,2,4,5. Player 2 has rolled a 0,0,2,6,9. So far each player has one pair.
Dealer hands the remaining deck to the opponent, who can then choose to improve their hand by adding one, two or three cards (or none, if the deal was highly favorable) to their half of the tableau. (New cards are flipped off the top of the deck and cover just the player’s half. Only the upper half of the new cards are used, as they cover the lower half of the original cards. The cards must be used as placed and not rotated for advantage.)
Player 2 has chosen to keep the pair of zeroes and roll three more virtual dice by dealing three new cards, covering the unwanted halves. Now player 2 has 2 pair, zeroes and nines, along with a one. (The lower halves of the new cards are disregarded; the yellow box in the sample image indicates the active hand for player two.)
The deck is handed back to the dealer, who makes the same choice. Each player is given two turns to try to improve their hands.
Player one might have chosen to keep the pair of ones and replace the rest, but has instead decided to try to fill the inside straight 1-2-4-5 with a three. Instead a 4 is rolled.
Player two keeps the two pair and rolls one die to try for the full house, and is rewarded.
Player one has one last chance to beat the full house, either trying again to fill the inside straight, or keeping the pair of fours and getting lucky with three new dice. Player one chooses the latter option, but comes up just short, ending with two pair, eights and fours, and an unmatched three. Player two wins this round with a full house.
The existing tableau of cards is gathered with the remaining deck. Deck is shuffled and deal rotates to other player. First player to 5 wins is the victor.