What Do You Do With A Drunken Sailor Sheet Music A Winning Strategy For Farkle

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A Winning Strategy For Farkle

If you Google the history of Farkle, you’ll find many theories about the game’s origins. But we know one thing for sure:

Farkle is older than dirt. First there was Farkle, then dirt.

Why do you think it took so long? Probably because it’s fun. Farkle is the right combination of luck and skill to attract people around the world and remain popular for centuries. If you’ve never played Farkle, give it a try.

Many Farkle enthusiasts believe that luck is more important than any skill in determining a winner. This is true in one game. But as more games are played, skill becomes more important and luck becomes less important in determining the overall winner. If you sit down with 3 friends and play 12 games of Farkle, luck alone will win you about 3 games, and so will your friends. 3 times 4 is 12.

However, if you use my Winning Strategy For Farkle (and if your friends don’t), you’ll be more likely to win about 4 games than 3. No, this doesn’t mean you’ll win every game, but over time you’ll emerge as the best Farkle player in your group. Your friends will start calling you “The Farkle Expert,” “Mr. (or Mrs. or Miss) Farkle,” or “The Farkle Guru.” Is that going to be cool or what?

My strategy follows the following rules.

· Get ​​500 points to get “on the board”.

· 10000 points are required to win.

· Five is worth 50 points.

· One has 100 points.

· Three 1 points is worth 300 points.

· Three 2 is worth 200 points.

· Three 3 is worth 300 points.

· Three 4 points are worth 400 points.

· Three 5 is worth 500 points.

· Three 6 points is worth 600 points.

· Any 4 types have 1000 points.

· Straight (1-2-3-4-5-6) has 1500 points.

· Three pairs (2-2-3-3-4-4) are worth 1500 points.

· Any 5 types have 2000 points.

· Three twins (2-2-2-3-3-3) have 2500 points.

· Any 6 types with 3000 points.

Strategy:

1. At the beginning of the game, when you try to get the points you need to get “on the board”, if you can’t roll all 6 dice again, stop rolling after you get the points you need on the board. If you can roll all the dice again, it’s called “.. and roll” and you should do it.

Example #1: You roll 5-5-5-2-3-4

Three 5’s are worth 500 points. So you just need to get “on board”. So don’t roll the remaining 3 dice again. Just stop and get 500 points.

Example #2: You roll 1-2-3-4-5-6

You have 1500 points straight away so you can stop and meet the “on the board” requirement. But you can reroll all 6 dice, so you should.

Now that you’ve met the “on board” requirement, we can talk about the rest of the game.

2. If after any turn you find that all six dice have points and you can re-roll all six dice, you must re-roll the dice. Just throw three twins or some other high-scoring combination and say, “If I roll six dice and get nothing (Farkle, goose egg, big zero, old ‘bust-a-roo’), then I’ll lose 2,500 points for my triple. Oh my god , if that happens, I don’t think I can live anymore. It’s going to be devastating. Blow a hole in my self-esteem like the Belgian Congo.”

Nope. Not so bad. You’ll fall (or “Farkle”) less than 10% of the time, which means more than 90% of the time you’ll score more points and improve your score.

3. So the biggest decision Farkle has to make dozens of times every game is “do I stop now or do I throw?”

The exact answer to this question is very complicated. But we can simplify it and put it into a situation that everyone can deal with. You only need two pieces of information: 1) how many dice am I going to roll, and 2) how many points will I get if I don’t roll, that is, if I stop now?

If you are going to throw:

6 dice Just do it! Don’t worry about it.

5 dice stand at 2000 or more points. If not, throw it forward.

4 dice stand at 1000 points or more. If not, throw it forward.

3 dice stand at 500 points or more. If not, throw it forward.

2 dice stand at 400 or more points. If not, throw it forward.

1 cube stops at 300 points or more. If not, throw it forward.

4. Never hold a 5 (50 points) unless you have no other choice.

Example #1: You roll 5-5-2-3-3-4

You can hold two fives (for a total of 100 points) and roll the remaining 4 dice. But it is better to keep one fifth (with 50 points) and throw the remaining 5 dice.

Example #2: You roll 1-5-5-2-3-3

Here you have a one (worth 100 points) and two fives (worth 100 points). So you can keep those three dice and roll the other three. But you will make mistakes. The rules state that you must hold at least one die before continuing your turn and rerolling, so the correct strategy is to hold just one, not two fives. So you roll five dice.

5. When the opponent scores more than 8000 points, you should start thinking about playing a little more aggressively. Especially if your total is 5000 or less. When the difference between your score and the leader is greater than the difference between the lead and winning the match, it’s time to take off the gloves. Increase the total in rule 3 above. Don’t stop at 400 points with 2 dice to roll. Keep throwing!

When my opponent is 1000 points short of winning and I’m down 5000 points, I don’t stop shooting until I’m above 2000 points. Every now and then I get that big shot and it gets me back in the game.

Look at it this way, even though it may seem dangerous to keep rolling when you’re at 700 or 800, the option to stop won’t do you any good, especially if you’re only rolling 2 dice! Adding 700 or 800 points on top of a pathetic score like 5000 doesn’t change the outcome of the game… you lose! The only thing that will save you now is the big 4 digit spins.

So stop worrying and roll the dice! Throw them fast and furious. Throw them like there’s no tomorrow. Toss them like a drunken sailor.

As I mentioned at the beginning, this strategy is not guaranteed to win any game. But it will guarantee you win more than your match percentage. Remember, your goal is to become known throughout town as the “Farkle Queen” (or “King”).

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