| Pig (dice) |
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BASIC RULES Each turn, a player repeatedly rolls a Die until either a 1 is rolled or the player holds and scores the sum of the rolls (i.e. the turn total). At any time during a player's turn, the player is faced with two decisions:
The first player to score 100 or more points wins. Example Play For example, the first player, Ann, begins a turn with a roll of 5. Ann could hold and score 5 points, but chooses to roll again. Ann rolls a 2, and could hold with a turn total of 7 points, but chooses to roll again. Ann rolls a 1, and must end her turn without scoring. The next player, Bob, rolls the sequence 4-5-3-5-5, after which he chooses to hold, and adds his turn total of 22 points to his score. TEACHING MATHEMATICS Pig often serves as a simple, fun example for teaching Probability concepts from the middle school level upwards. For example, the Interactive Mathematics Program uses The Game of Pig as the core example for its Year 1 probability curriculum , and offers a downloadable Pig simulation tool to test simple strategies for long term scoring. Similar curricular materials are available on the NZMaths Statistics Web-site . A more comprehensive list of online Pig teaching resources is also available. OPTIMAL PLAY Optimal play for 2-player Pig was computed by Todd W. Neller and visualized by Clifton G. M. Presser in 2001. The figure to the right visualizes optimal play. At any time, the relevant decision information includes the player's score, the opponent's score, and the turn total. Such information corresponds to a 3D point in the graph's space. If this point is inside the gray solid, the player should roll. Otherwise, the player should hold. Details of the analysis are available from the Game of Pig website, and in the published article:
A Pig applet with an optimal computer opponent is also available. RULE VARIATIONS Common rule variations include:
A more comprehensive list of Pig rule variations is also available. Below are a few variations in detail. Two-Dice Pig This variation is the same as Pig , except:
Big Pig This variation is the same as Two-Dice Pig, except:
SKUNK Not to be confused with the commercial game Skunk , SKUNK (a.k.a. THINK) is a variation of Two-Dice Pig that is played with large groups. Rather than rolling in turn, all players begin the round standing. At any point in the round, a player may hold by sitting down. The round continues until a 1 is rolled, or all players have sat down. Skunk is played in five rounds, and scoring is recorded in a 5-column table with columns labeled with the letters of the word "SKUNK". The first round score is entered in the "S"-column, the next in the first "K"-column, and so on. After five rounds, the highest-scoring player is the winner. JEOPARDY DICE GAMES . Dice Games Properly Explained. Elliot Right-Way Books, Brighton Road, Lower Kingswood, Tadworth, Surrey, KT20 6TD U.K., 1999). For jeopardy dice games, the dominant type of decision is whether or not to jeopardize previous gains by rolling for potential greater gains. Most jeopardy dice games can be further subdivided into two categories: ''jeopardy race games'' and ''jeopardy approach games''. In jeopardy race games, the object is to be the first to meet or exceed a goal score (e.g. ), Macao (R. Knizia. Dice Games Properly Explained. 1999)). |