Blisters is a simple dice game.
While learning the rules, just roll the dice and see how your roll fits with these game instructions. The rules may seem complicated at first but you’ll soon see how simple they really are when you’re playing the game. The object of the game is to control the dice and accumulate points toward a high score. Since this game was invented during a six month hiking expedition, the scoring goal is usually a hiking trail’s length. We “hike” the Appalachian Trail most often when we play, a goal of 2,145 miles!
The game is played with six dice, three pair of different colors. Play is based on matching dice. The player rolls the dice, attempting to match numbers and accumulate points. Any dice that match are called scoring dice. When the number of scoring dice is two or four (a pair, two pair or four of a kind), the player has the option of rolling the remaining non-scoring dice or ending that turn, adding any points to their game score total. If the number of scoring dice is uneven (three and five of a kind or a full house), the player
must roll the remaining non-scoring dice. When the player rolls the remaining dice, they’ll either roll more scoring dice or get BLISTERS. Whenever the player fails to roll scoring dice, this is called Blisters and the player loses any points from that turn.
Any dice with matching numbers are the scoring dice. If the numbers and the colors match, the score is ten times the number on one of those dice. If the numbers match but the colors do not, the score is the sum of the dice. For example; two red fives, a white four, a blue four, a blue two and a white three have been rolled. The two fives are the same color and are worth ten times the number on one of the dice or 50 points. (10 X 5) The two different color fours are worth their sum or 8 points. (4 + 4) The blue two and the white three do not match any other dice so they are worth nothing. In this example, the player has the option of rolling the non-scoring dice (the two and the three) or ending this turn and adding the 58 points to their game score total.
The player continues to control the dice until:
- A: The total number of scoring dice is two or four (like the example above) and he/she chooses to end this turn, adding the points to the game score total.
- B: The player fails to roll any scoring dice. (Blisters!)
- or C: The player has 6 sixes. We’ll get to this rule later. If the player scores with all six of the dice during play, that player must continue, adding any points gained so far to the turn total and rolling ALL six of the dice again.
Remember the difference between the game score and the turn score. The turn score is lost when the player gets Blisters during that turn. The score from previous rounds cannot be lost when the player gets Blisters. Play continues for 5 rounds, looking to get a maximum score to enter the >Hall of Fame. Sometimes turns seem to last forever, other times they are over on the first roll (1,2,3,4,5,6! We call this a “primary burn”). You’ll notice patterns in scoring and gameplay, some turns may even amaze you. You can reach any goal score you choose in one turn if the luck of the dice is with you. I’ve seen a turn over 2000 miles!
Blisters rules Copyright 1993 Tim A Novak
All contents Copyright 1998 Tim A Novak and HAE.
Licensed & adapted by Steve Estvanik / Cascoly Software