Be the player to collect your ship, captain, and crew with the highest cargo score at the end of one round.
2 or more players
5 dice
Each player gets up to three rolls on their turn.
Your goal is to collect your:
6 = Ship
5 = Captain
4 = Crew
These must be rolled in order. You cannot keep a 5 until you've rolled a 6, and you cannot keep a 4 until you've rolled both the 6 and 5. Once kept, those dice are set aside and are not rolled again.
After you've secured your Ship, Captain, and Crew, the remaining two dice become your Cargo. Add these two dice together for your score.
If you secure your Ship, Captain, and Crew before using all three rolls, you may use any remaining rolls to reroll both Cargo dice in hopes of increasing your score. You must keep the result of your final reroll, even if it's lower.
If you do not roll a Ship, Captain, and Crew within three rolls, your score is 0.
After everyone has taken one turn, the player with the highest Cargo total wins. If there's a tie, tied players take another turn until a winner is determined.
Score the highest (or lowest) total after all rounds are complete. Before the game begins, decide whether you're playing Threes Away High or Threes Away Low.
2 or more players
5 dice & A way to keep score
Each player rolls all five dice to start their turn.
After every roll:
You must keep at least one die.
Any 3s rolled must be kept.
Set aside the dice you are keeping, then reroll the remaining dice.
Continue until all five dice have been kept.
3s are always worth 0 points.
In Threes Away High, keep higher numbers (6s and 5s) to earn the most points.
In Threes Away Low, keep lower numbers (1s and 2s) while hoping to roll as many 3s as possible.
Add the value of your five kept dice at the end of your turn, remembering that every 3 counts as zero points.
Example:
Dice: 3, 3, 2, 5, 6
Score: 0 + 0 + 2 + 5 + 6 = 13
Play the predetermined number of rounds, then total each player's scores.
Threes Away High: Highest total score wins.
Threes Away Low: Lowest total score wins.