Dice Games for Bored Furcadians 

How do I roll dice?  

Rules of Furcadian Dice Games 

Current
Games: 
Players: 2 or more
Command: roll 1d8
The "virtual" die you need for this game is one with eight sides (d8). You need at least two players to play this game, four to six make it really fun. The rules are simple: Sit in a circle, and the first furre starts rolling the die (roll 1d8). Note the number. Now the other players get to roll the die (clockwise). Each player adds his die roll to the total of the previous rolls. The furre who last rolled the die says the total aloud. If the total is a number that can be divided by 8, the last furre who rolled the die gets a "Terrible Warning". If a player who already got a "Terrible Warning" gets a second one, he or she is out. The other players continue until only one player is left: The remaining player wins the game! 
The
Evil One For this simple game you need five virtual dice with six sides each (d6). Two players is the minimum for this game. Every player gets to roll the five dice  note that it's important to display the results of each die, so the proper command is ROLL 5d6, not roll 5d6. Look at the five results and begin adding the numbers from left to right. If one of the dice rolled has a result of one (1), ONLY the dice results before the 1 count. If the first die result is a 1, you get zero points this round. The player with the highest total wins the round. Suggestion for a variant: You can play "large rounds", where everyone may throw the five dice five times, and all five totals are added up. 
Many
Kids
For this original game you need three virtual dice with six sides (d6). Like in "The Evil One", you need to display the individual results of all three dice. The proper command is ROLL 3d6. Two players is the minimum, three or more is ideal. The object of this game is to found a family with as many kids as possible. Each player rolls the three dice (after each other). The number of points on each die has a special meaning. The first dice result, starting at the left, is the "Father" and the second is the "Mother". The last number is the number of "Kids" Before you can start having kids though, you need to have both a mother and a father. You must get the father first. To get the father, you must get a dice result of (1) in the first slot. To get the mother, get a dice result of (2) in the second slot after you already have the father. It is possible to get them both on the first roll, though unlikely. Once you have the parents, starting with the roll on which you get the mother, you can start having kids. (It's not necessary to get the "Father" and "Mother" more than once.) To get kids on the same roll as you get the "Mother", the dice result in the third and last slot must be a 3 or higher. If it is, count this number towards the number of kids your family has. Once a player has both a mother and a father, they will only roll two dice on their next roll instead of three (2d6). Both results from the two dice rolled will count towards the number of "Kids" in the family, but results lower than 3 still don't count. The game is over if all players have "founded" their family. The player who has the most kids at the end wins. 
TwentyOne
This is a really easy but fun game for any number of players. All you need is one die with six sides (d6). The object of the game is to get as close to the magic 21 as possible with an uneven number of rolls! So you must roll the die one, three, five, seven, nine, etc times, you can't stop if you have rolled it only two, four, six, eight, etc. times. If the total exceeds 21, you're out. The player who is closest to 21 wins the round. If someone gets a straight 21, they win the round immediately. You can play as many rounds as you wish. 
Mathematical
Dice
This game is a bit more complicated. No worries, you don't need to be a math ace to have fun with this game. At the start of the game, one player rolls two sixsided dice (command: ROLL 2d6). The two numbers are multiplied. The result of this multiplication is the "target number" for all players that participate in this particular round. Now every player gets to roll (clockwise). The player whose turn it is can decide which type of die he or she is going to use for their turn: a die with 8, 10, 12 or 20 sides (the command is roll 1d# where # is the number of sides the chosen die has). Important! The player must decide before the roll whether the result of the upcoming roll will be added to the total, subtracted from the total or multiplied with the total. The player who hits the target number wins the round and is the Math Genius of the evening! Note: The first player who throws the first die will not need to choose addition, subtraction, or multiplication since it is the first roll. If this first roll is equal to the "target number" it is considered a fluke, and a new "target number" must be rolled. All the rolls after the first one will be added to, subtracted from or multiplied with the total from the previous roll, with the goal of trying to get the "target number" that was determined at the start of the game. For the sake of your sanity, don't throw a D20 when you are going to multiply, unless you have a calculator handy or are really great with big numbers! :) 
Dice
Golf
Dice Golf is played over six courses (rounds). The "hole" of each course is at 200 meters. Or differently put, the goal is to to reach a total of exactly 200 with as few dice rolls as possible. The player who needed the lowest number of rolls for all six courses (rounds) together is the winner. Before your roll, you may pick which type of die you are going to use for your turn. Options are: d6, d8, d10, d12, d20. The points you roll are always multiplied by 10. So if you choose to use the d12 die, you type roll 1d12 and add a 0 to the result. If your current total is below 200, the results are added to your total, bringing you closer to the "hole". If your current total is over 200, meaning you 'overshot' the "hole", the result is subtracted from your total. Still following? Okay, it gets trickier now. Just like IRL golf, the golf courses (rounds) in our game have sand bunkers. If your ball hits a bunker (i.e. your total equals the number a bunker is at), your ball is stuck and you need to get it out of the bunker. If your ball is in the bunker, you must use a use a d4 (four sided die) to get it out of there on your next turn  you may NOT pick one of the other dice, and the four sided die may NOT be used for other turns. The following courses need to be mastered by the players that compete for the Dice Golf Championship: Course
1: Pig To play this game, find an area where not much chatter goes on and ALL players may be heard. Choose one player to roll the dice. Other players record the two numbers down and may duck out at any time, for if the roller rolls a one, all players standing clear their score for the round and continue game. There are 6 rounds, and players are suggested to stand while in game and sit down. All players stand at the start of a round. If the roller rolls 2 ones, then all players standing clear the score for all rounds played. At the end of the game, players total the score of all rounds and whoever has the most wins. Players must stand at the start of each round, and if a player afks or affs during the game should be disqualified. 
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