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EITHER HAVE DIFFERENT PRINTED ARRANGEMENTS OR LET PLAYERS FILL IN THEIR OWN NUMBERS. THROW 2 DICE & READ THEM OFF. TWO SPACES ARE DESIGNATED (EXCEPT WITH DOUBLES) AND PLAYER MAY CHOOSE EITHER. OBJECT IS TO GET BINGO TYPE ROW. | EITHER HAVE DIFFERENT PRINTED ARRANGEMENTS OR LET PLAYERS FILL IN THEIR OWN NUMBERS. THROW 2 DICE & READ THEM OFF. TWO SPACES ARE DESIGNATED (EXCEPT WITH DOUBLES) AND PLAYER MAY CHOOSE EITHER. OBJECT IS TO GET BINGO TYPE ROW. | ||
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[DIAGRAM OF AN ASYMMETRICAL GRID TYPE AREA. IT IS 5 ROWS HIGH AND THE LEFT END OF EACH ROW IS MARKED WITH A DOUBLE-WIDE SPACE CONTAINING DIFFERENT RANGES OF NUMBERS. FROM TOP TO BOTTON THEY ARE: (1-4), (2-6), (3-5), (1-3), AND (2-2). IT IS STATED THAT "THESE ARE FILLED IN BY PLAYER." THERE ARE 9 SPACES ACROSS THE TOP ROW, 8 IN THE 2ND, 7 IN THE 3RD, 6 IN THE 4TH, AND 5 IN THE 5TH(BOTTOM) ROW.] | |||
THREE DICE ARE THROW AND CALLER CALLS THE 3 COMBINATIONS. IN CASE OF A DOUBLE THE OTHER COMBINATION IS ONLY COUNTED ONCE. IN CASE OF A TRIPLE ONLY ONE OF THE DOUBLE[S] IS COUNTED. A BOX IS MARKED FOR EACH MATCHING COMBINATION THROWN. FIRST TO COMPLETE A ROW WINS. IN CASE OF A TIE, TYING PLAYERS CONTINUE UNTIL ANOTHER ROW IS COMPLETED. |