The bar-room 6-5-4 game on a proper pad: eighteen rounds for six players, with the in-order rule and the cargo math printed at the bottom — settle who buys the next round without settling arguments first.
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| Total |
Five dice, three rolls, one job: put a ship (6) to sea, give it a captain (5), muster the crew (4) — in that order, no exceptions — and whatever the last two dice show is the cargo you're selling, two to twelve. The order rule is the entire personality of the game: a first roll of 5-5-4-3-2 is nothing at all, and the table knows it.
Finish 6-5-4 early and the real decision arrives: keep the cargo showing, or push your remaining rolls — both cargo dice together, never one — chasing the twelve. It's a pocket-sized version of every press-your-luck dilemma, played at the speed of a bar bet.
Round by round, highest cargo wins — the pad has a column per player and a running total for sessions that turn into tournaments. Playing for a pot per round instead? Use the rows as round logs and skip the total line. Like your dice games longer and greedier? 10,000 and Farkle are one shelf over.
Can you bank the 6 and 5 from one roll? Yes — any dice that continue the 6→5→4 order may be kept from the same roll. 6-5-4 in one throw leaves two rolls to polish cargo.
What are good odds of scoring at all? Better than the zeros make it feel — but that occasional 0 against a table of double-digit cargos is the game's favourite joke.