- Only one player at a time -- so the first person to spot the pet gets to try to trap it. Everyone else will have to wait either until they fail, or until another pet is posted.
Once you have been accepted as a challenger, your first job is to write up your trap. How will your Kimeti attempt to trap this animal? A hole covered with leaves? A trip wire? Give a good paragraph or two. You have 10 minutes to post this reply, or at the very least an 'I'm working on it!' in the thread.
In response to your trap, the animal will take its turn to try to spot the trap by playing a round of Farkle.
After the animal has finished, the challenger plays through a round, and has to beat the creature's score in order to successfully catch it.
If they fail to catch it, another challenger will be accepted!
Farkle Rules!
- Start by rolling 6d6 in the thread.
Take out dice that are worth points, and then roll the rest of the dice.
You can take out as few as 1 die in any given round, or as many as you'd like.
However, the more dice you take out of your pot, the fewer dice you roll.
If you use all six of your dice, you can roll all of them again and continue from there.
If you roll no points in it at all in a round, you are eliminated from the game.
You can call the game at any point, and take your score.
No losing on the first roll! You'll get a second roll if you fail quickly.
We've hit the 5 pet mark! As a result, now we play two rounds, instead of just one!
The pet will go, then the challenger, then the pet, then the challenger.
Scores for both rounds will be added together; higher score wins!
Dice are worth the following amounts:
- Each 1 = 100 pts
Each 5 = 50 pts
Three 1’s = 1000 pts
Three 2’s = 200 pts
Three 3’s = 300 pts
Three 4’s = 400 pts
Three 5’s = 500 pts
Three 6’s = 600 pts
Straight (1-6)= 1000 pts
Four of a kind = 1000 pts