Supplies:
1. 1 die
2. Paper
3. Pen or pencil
Setup:

1. Write the names of all of your players at the top of your paper. Draw a line between each name so that you can keep a tally of points under each name.
2. Clear a nice area on a table or other surface where you can roll your die.

How to Play:

The object of the game is to accumulate as many points as you can without going bust. Each person determines the length of their playing time. A player may decide to “stop” and hold onto their points at any time.
1. The first player rolls the die. They now must declare whether their next roll will be higher or lower than the first roll. For example, Annie rolls a 3. She now has to decide will her next roll be higher (4, 5, or 6) or lower (1 or 2) than the 3. Annie says higher.
2. After declaring higher or lower, the player rolls the die. If the player is correct, they are given a point. If they are wrong they do not get a point and they hand the die to the next player. Example: Annie rolls again and the number is a 5. Annie is given a point on her score sheet.
3. If the player is correct they may do one of two things: they may decide to stop right there and keep their 1 point, or continue rolling (and risk losing that point). Example: Annie decides to roll again. She must declare whether her third roll will be higher or lower than the 5. Annie says lower, and proceeds to roll the die. This time she rolls a 1. Annie places another point on her sheet, and can once again decide whether to keep rolling or to stop.
4. Should a player roll the same number as the previous roll, they simply roll again.
5. Play continues until the player does one of two things:
A. They declare that they would like to stop and keep their points (the points are tallied and written down, and can never be lost).
B. They miscalculate their roll (Annie says it will be higher, but the roll is actually lower). The player loses any points they had accumulated in that round (if Annie had 6 points, she loses them all).
6. Players take turns going back and forth for as many rounds as they like. Once all the rounds have been played, the scores are tallied and a winner is declared.

Variations:

1. To make it even more challenging, you can go totally bust on a bad roll! That means every point you have made, even from previous rolls, goes away. (Note, this can be very frustrating for younger and more competitive kids, so it’s not advised for them.)

Tips:

1. Make sure the declaration of higher or lower is made aloud so everyone can hear it, before
the player rolls.
2. Keep the game moving, don’t let it get bogged down.

Activity Length:
5 - 15 minutes
Age:
School-age
Tween
Teen
Competitiveness:
Competitive (has winners and losers)
Difficulty:
Attention, please! (a few rules to follow)
Indoor/Outdoor:
Indoors
Mess Factor:
Clean and tidy
Noise Level:
Quiet
Number of Players:
2
3 to 4
Prep Time:
5 minutes or less
Space Needed:
Small (a clearable open space the size of a 1-car garage)
Team Division:
Every man for himself (individual players)