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Prepare to be amazed!
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Penny Pincher
Penny Pincher is a magic wooden wallet. Put in a penny and make it disappear and re-appear at will! This is a great new design of a classic magic trick. |
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Dodgy Dice
Looks ordinary? Look again! It's got two 6s. This is one of a range of loaded and mis-spotted dice. Everything you ever needed to swindle your friends and family. |
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Crafty Coaster
Is it a coaster? Is it a mathematical marvel? Is it the best thing that a fidget ever got their hands on? "Yes"to all three questions. If you've never seen a flexagon before, don't miss this chance. |
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Pooch Poop Pouch
Time to take the dog for a walk? No need to fill your pockets with plastic bags when you've got a Poop Pooch Pouch attached to his lead or collar. |
Nice Dice
A range of beautiful dice, handcast in resin; marbled, striped, sparkling. Every one is unique. Check out our travel set: 6 nice dice in a leather case with a book of dice games. |
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Funky Fish
These handmade
leather fish assemble to make a beautiful wristband. The tail of one becomes the fins of the next to form a circle of interlinked fish swimming around your wrist. Join as many as you need to make a perfect fit, then use the two press-stud fish to join the ends. |
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Justin Case
The versatile Justin Case is for all the small things in life which you can never find when you need them. This beautifully designed little leather pouch attaches wherever it's needed so that those handy things are always to hand. |
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Home Product Support |
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Product Support
Video Support:
Other Support:
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Highland Games on YouTube |
A demonstration of Crafty Coaster in action |
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How to fold Crafty Coaster into the coaster shape |
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How to flex Crafty Coaster |
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How to link Funky Fish together
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How to refill Pooch Poop Pouch with plastic bags |
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How to make a penny disappear with Penny Pincher |
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Here are some dice games for those of you who have purchased our dice but not our dice games book. Some, like The Black Spot, are very simple, suitable for all the family, even the very young. Others, 5000 for example, are more complicated and require a bit of score-keeping, so they are more suited to a slightly older age group. Browse the page below and you're sure to find some you like. |
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Going to Boston
Game for Three Nice Dice
Players: Three or more
Also known as "Yankee Grab", this game is easy to learn and requires a little thinking if your multiplication is a bit rusty. A hint: if three sixes are rolled the total is 72.
This game is played in rounds, the number of which is decided by everybody at the beginning.
The first player rolls all three dice. The die showing the highest score is put to one side. The remaining two dice are rolled, again the die showing the highest score is put with the first and the points added together. This score is multiplied by the score shown on the last die, once it has been rolled for the final time.
Winning:This can be decided in one of two ways. The winner can be either the person to win the most rounds or the person scoring the most points when all are added together. |
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The Black Spot
Game for two "Nice Dice"
Players: two upwards
Anybody who knows the story of "Treasure island" will remember that those who see the black spot come to a grisly end. Don't worry, this game's not actually dangerous, though your nerves may be tattered by the end.
The game is played in rounds, the number of which is decided before the game begins. The first player rolls the dice and adds the score and then continues rolling the dice and adding up until a one is rolled (the black spot). This signifies the end of the player's round and the score up to that point is written down.
Winning: The person who has the highest score at the end of the round wins that round. The player who wins the most rounds wins the game. |
| Drop Dead
Game for Five "Nice Dice"
Players: Two upwards
This game is sometimes known as "Fives and Twos." It is a fun game with simple adding up. The player whose turn is next can have the great pleasure of grabbing the dice that show up the fives and twos.
This game is played in rounds the number of which is decided by everybody at the beginning.
The player whose turn it is rolls all five dice. If any fives or twos appear, these are removed and the rest of the spots are added. The player rolls again until all the dice are lost to fives or twos and their score written on the pad. Then the dice are passed to the next player.
Winning: This can be decided in one of two ways. The winner can be either the person to win the most rounds or the person scoring the most points when all are added together. |
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Cricket
Game for two "Nice Dice"
Players: Two
This game has always been a schoolboy favourite and very popular with a lot of adults. Special dice are produced for this game but it is very simple to play it with "Nice Dice."
The players decide who will be batting first and who will act as umpire and scorer. The person batting rolls their die and the umpire keeps note of the score. On the batting die, 1,2,3,4,6 score runs for the batsman. If a 5 is rolled the umpire has to make a decision. They do this by rolling their die. If the die shows 2,3,4,5, then this is "out" and batter loses one life then continues on. If a one is rolled this is "not out" so the game just continues. If a six is rolled this is a no ball, the umpire awards one run and the game carries on. The batter has ten lives and when these have all been lost, the runs are added and the players swap roles.
Winning: the player with the most runs wins.
Variation:If there is no time to play a full game it can be played as a limited over game. This is where the number of throws a player can make is pre-decided. For example if you wanted to play a ten over game, this would be 60 throws of the dice each (or until all batsmen are out), as an over is made up of six rolls (or bowls). |
| Winning Straight
Game for one "Nice Dice"
Players: two upwards
This is a fun game for young or old alike and can be played anywhere.
The players write down on a piece of paper the numbers 1 to 6. The players take it in turns to roll the die. The players can only start to cross off their numbers once they have rolled a one and then must roll the rest in sequence (2,3,4,5,6). If a player rolls a four but needs a three this roll does not count and the die is passed on.
Winning: the player to be the first to cross off all their numbers.
Variations: Play the game as above but the players don’t have to roll the numbers in sequence. Or play the game as above but the players have to roll their numbers in strict sequence; for example if the player is rolling for a number three and doesn’t roll it, they have to start from the beginning. This version is only recommended to those who have serious time on their hands. |
| Doubles
Game for two "Nice Dice"
Players: two upwards
This is a simple game which can be very exciting if one player comes from behind to win.
The players write the numbers 1 to 6 on a piece of paper. This represents the six sets of doubles that can be rolled. The first person rolls the dice. If a double is thrown they cross that double off their piece of paper, so if a double four is thrown the player crosses off the number four. If the player rolls a double or not, the dice are passed round to the next player.
Winning: the person to roll all six sets of doubles wins. |
| 5000
Game for Six "Nice Dice"
Players: Two upwards
Another name for this game is "Zilch" because that's the score you get if you're too greedy. This game does look complicated when you first look at it, but stick with it because this is a good game and can become very exciting towards the end.
The first player rolls all six dice and puts the scoring ones to one side, and then rolls the remaining dice. The scoring dice are put with the other scoring dice. This is repeated until the player wants to "STAY" or rolls no scoring dice. If all six dice score (in one throw or several), the player may pick them all up and roll again.
A player must score a minimum of 350 points in each turn. Once 350 points has been scored the player can then "STAY" and make a note of the score, or they may continue.
On each roll, at least one die must score, increasing the points of that turn. If no dice score after a roll, the player loses all points for that turn and passes the dice to the next player.
Scoring :
Any 5 = 50 pts
Any 1 = 100 pts
Three 2s = 200 pts
Three 3s = 300 pts
Three 4s = 400 pts
Three 5s = 500 pts
Three 6s = 600 pts
Three pairs = 500 pts
Three 1s = 1000 pts
Straight 1 to 6 = 1500 pts
Six of a kind = Instant win 5000 pts
Winning: The winner is the first person to reach 5000 points
Variations: A solo game can be played where the player plays as above but instead of "STAYING", the player sees how high they can score before they have a no score roll.
Two players can play using the solo game rules and see who can score the highest (for when you don't want to keep track of any scores).
To make the game more interesting you could use the rule where, once a player finishes their turn their score plus 50pts becomes the minimum score. E.g. if they score 550pts the minimum score becomes 600pts. If the minimum score is not reached by the next player so they score 0pts, the minimum score becomes 350pts again. |
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Rotation
Game for two "Nice Dice"
Players: Two upwards
Sometimes known as "Chicago," this is a very simple game for young and old alike, and can be won by somebody in the last round even if they haven't scored in any of the other rounds.
This game is played over eleven rounds because there are eleven possible scoring combinations with two dice. (2,3,4,5,6,7,8,9,10,11,12,)
In the first round the players have to try and roll a two, in the second they have to roll a three and so on until the last round. If a player rolls the number they are trying for in that round, that score is added to their points. E.g. if in round four the player rolls a five, they score five points.
Winning: The person with the most points after the eleventh round is the winner. |
| Lucky Sevens
Game for two "Nice Dice"
Players: two upwards
This game is another easy game to play, but not always easy to finish.
Each player notes on a piece of paper (playing cards can also be used by each player for the numbers) the combinations 6/1, 5/2 and 4/3. These are the possible combinations that can make seven with two dice. Each player takes it in turns to roll the dice. If one of the combinations is rolled then the player either crosses it off their paper or turns the cards over. The dice are then given to the next player. If the player does not throw any of the combinations, or rolls a combination they previously rolled, then they do nothing and play passes on.
Winning: the player to roll all three combinations wins. |
| Beetle
Game for one "Nice Dice." Paper and pencil per person
Players: two to six
This game was once so popular that beetle drives were organised and special cards were printed, and if you look around today in traditional toy shops it is still possible to find some.
The players have to draw a beetle dependent on the rolls of the dice. The beetle has thirteen body parts. The body, head, tail, two eyes, two feelers and six legs. A one has to be rolled before the player can start to draw as this is the body, to this can be added the head legs and tail. Eyes and feelers cannot be added to the beetle until it has a head.
Rolls of the dice for specific body parts are:
1 = Body x 1
2 = head x 1
3 = one leg x 6
4 = one eye x 2
5 = one feeler x 2
6 = tail x 1
Winning: the first player to complete a beetle.
Variations: The player passes on the dice after each throw, or they continue to throw as long as they can keep adding to their beetle. |
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Calculator Pontoon
Each player needs two "Nice Dice" and a calculator or paper and pencil.
Players: two to five
This was called calculator pontoon by some people in the late 80's because everybody seemed to have one and they could be used for this game. These days, you could use the built-in calculator in your mobile phone and check your stocks and shares between games!
All the players roll their dice at the same time and act upon what their dice show. Each player then chooses one of his dice to be the number entered on the calculator (or written down), and the other one will be the arithmetic action. This will be either addition for even numbers (2,4,6) or subtraction for odd numbers (1,3,5). So if a player rolls a 5 and 6, this could be played as "5 plus" or "6 minus". The next roll will supply the next figure for the sum and the next action.
Winning: the first person to reach a total of 21 is the winner. |
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