Three Man

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Three Man (a.k.a. Mr. Three, Hat Man) is a drinking game played with dice. The game can played with a larger group (6-15) of people than other drinking games and is designed so as to not require a great deal of participation from the players not directly involved in the current dice roll.

Contents

[edit] Rules

[edit] Note on rules

The rules presented here are a generalization. As with many drinking games, such as beer pong, there is no "official" set of rules, and certain rules may vary from house to house, but normally rules are predetermined in order to avoid any disputes.

[edit] The turns

Players begin the game taking turns in a rotation, normally clockwise, playing until their turn is expired. A player's turn begins by rolling two dice. If the player rolls a total of three (a two and one), that player becomes "the three man." Any time after this when any player rolls a total of three, they become the three man. After the initial three man has been chosen, any time a player rolls one die a three, the three man must take a drink - if the player rolls two threes, the three man takes two drinks. If the player rolls a total of five, the player behind them (the person to their right when playing clockwise) has to take a drink (a term not specified in most games, the player may drink as much or as little as they prefer in most cases), and if the player rolls a seven, the person ahead of them drinks. If the player rolls doubles, there is a "roll off." In a roll off, the player who rolled doubles choses two other players and hands each one a die, which the players then roll at the same time. The player who rolls the lower number must "drink the difference" - for example, if one player rolls a five and the other rolls a one, the player who rolled the one must take 4 drinks (5-1=4 drinks).

In some variations, a player who rolled doubles (Player A) may also give them both to one single player (Player B), who then rolls both of the die to see what he or she is to drink. If player B rolls doubles, however, both of the die are returned to player A and he rolls. He then doubles what he rolls and takes that many drinks (A rolls doubles, gives to B. B rolls doubles and hands them back to A. A rolls 6+3=9, so he must drink 18 times).

If the player rolls any of these options, the player is granted another turn. If the player rolls one or both dice off the table, house rules may vary. In some games, the player may simply take a drink for each die rolled off, or the player may become the three man.

A more recent adjustment to the game allows players to create a new rule that all players must abide by, lest they drink more. This is only done after there are three successful rolls by a single player on a single run. Doubles, three man the hard way (1+2), 7 and 5 all count towards this. Rolling a basic 3 does not count. The most popular rule is the "Green Man" rule, in which all players must remember to take the imaginary plastic green soldier off their respective drinks prior to starting drinking. After the round of drinking is done, players must return the "Green Man" to his resting place. Failing to do so results in another drink.

One variation makes something happen on any roll of a 1 depending on the result of the other die. For instance, a 1 and a 1 is doubles, which allows for a roll-off or passing of dice. A 1 and a 2 turns the roller into the three man. A 1 and a 3 forces the 3 man to drink. A 1 with a 4, 5, or 6 have special rules which force the players to perform an action, with the last player to perform that action receiving one penalty drink. These action change from house to house, but one common variation has the players place a thumb on the table on a 1 and a 4, touch their nose on a 1 and a 5, and hold their earlobe on a 1 and a 6. Often these actions are done quietly with players trying to avoid letting the others in on what must be done until only one person is left who has not performed the required action. The quietness of the other players will often signal to those not paying complete attention that something must be done, resulting in a mad dash to avoid being last. An additional variation penalizes players for performing the wrong action, like touching their nose when they should grab their earlobe.

[edit] Variation: Oakville Rules

A variation of 3-man can be traced to Oakville, Ontario, Canada. The game begins with one player rolling one of the two dice. If they roll a three, they are the 3-man. If not, they pass the dice on to the next player (clockwise), and the process continues until someone is elected to the position. The game proceeds with the person to the left of the 3-man rolling both dice.

If the roller happens to roll a sum of 3, or if one of the dice lands on a 3, then the 3-man must take a drink. The 3-man can only be relieved of their unfortunate responsibilities upon rolling a 3 (on one die or a sum) on their own turn, at which point they can choose who they wish to be the next 3-man. This selection can be a source of vendettas in the game, though many players will choose the person to their immediate left to ensure the maximum amount of consumption before that player can have a chance to get rid of the title.

If a player rolls a 7, the person to their right must take 1 drink, and if they roll an 11, the person to their left must drink.

If a player rolls double 2s, double 3s, double 4s, or double 5s, they can assign 2, 3, 4, or 5 drinks respectively to other players. They can be split up between other players or concentrated on one or two, and the roller of the dice can assign the drinks to themselves. This choice is generally considered to be a truly noble act that embodies the spirit of the game. If a player rolls double 1s (snake eyes), they must have 2 drinks themselves. In the case of double 3s, the 3 man must take two drinks (for each of the 3s on the table) and then the roller can further assign 3 more drinks.

If a player rolls double 6s, they must deliver what is known as the "Tombstone". The player has to "shoot out" what is known as a "sizeable chug" (no less than 6 drinks) to one player. The shooting process of one that requires some theatrics, as the roller is encouraged to use his or her hands like revolvers in a duel to target the player who will be taking the fall. Essentially, the more dramatic or exaggerated the "shooting" of the Tombstone, the better it will be. In instances where people are "too cool" to put some effort into the act, a rating system can be put in place by the other players, whereby a failure to fulfill their responsibilities as the shooter result in penalty drinks.

A player continues to roll the dice until they have a roll on which nobody takes a drink (for example, a 4 and a six has no consequence, so that player's turn is over).

An important component to the Oakville variation is careful rolling. If either or both of the dice roll off the table, the roller must take a "sizeable chug" and then roll again. Also, if either or both of the dice hit a bottle on the table, the roller must take a "sizeable chug". If both dice stay on the table, a "play it as it lies" policy is in place. Once a player finishes a bottle, they can place it strategically on the table so as to impede the rolling abilities of the other players. If players choose to pour a bottle into a mug or cup, they may not place the bottle on the table until that cup has been finished.

There are a couple of side-games or special developments that players of Oakville 3-man might like to take part of. The first of these is what is known as the "speed round" or "faceoff". If a player rolls successfully 6 times in a row (ie. somebody has to drink as a result of 6 straight turns, including the roller where applicable), the "faceoff" is initiated. The roller must choose one other player in the game, and they each take one of the dice. They roll together, and the first person to roll a 3 has to take a sizeable chug. Afterwards, the initial roller continues as if beginning their turn again.

Another optional component is the playing of "sink the ship" upon the rolling of a 1 and a 3 (for a total of 4, but not if the dice are double 2s). For this game, the group needs a standard pitcher and a highball glass, and they need to fill the pitcher with beer. They should float the highball glass in the pitcher (most of them will, in fact, float). The roller of the 1,3 combination has to pour some of their drink into the floating glass. The group then waits to see if it sinks. If it does not sink, the next person pour some of their drink in, and the process continues until somebody "sinks the ship". The sinker of the ship must reach into the pitcher, pull out the cup, and drink it. Standard 3-man then continues with the original roller.

Note: 3-man is a messy, messy game when played with the "sink the ship" option. Play it on a table that can be easily cleaned and have paper towels in abundance on hand.

[edit] Variation: OBX Rules

This variation can be traced back to the yearly visit to the Outer Banks of North Carolina by a group of automobile enthusiasts known as DCM7thGEN, this variation began circa May 2005.

The rules don't vary much from the Oakville rules except for the following:

If you roll: 3 - You are the Three-man, 7 - The person to your left drinks, 11 - The person to your right drinks, 9 - Social, Hooray Beer! (Thank you to RP for the correction)

You keep rolling until you get a number not stated above or become the Three-man

Roll doubles - You can pass out the dice. the person/s you give the dice out to then rolls and has to drink the number they roll. (unless they also doubles then they get to pass out the dice. The number of shots/drinks is doubled at this point).

If anyone rolls a 3 (either die) - The Three-man MUST drink.

An OBX game of three-man has been known to include not only beer, but also liquor.

[edit] Variation: Redstone Lake Rules (also known as the North Rules)

This variation can be traced back to an infamous party at the cottage owned by Geoff North's grandfather, John "Scotty" MacDonald, at Redstone Lake near West Guilford, Ontario in July 1989. There, Geoff North, Jason "Welfare Guy" Wilson, Randy "Rugdoors" Walsh, and Marc Hershoran concocted the Redstone Lake variation that would be played by hundreds of party-goers at various Ontario universities.

Starting the game with everyone standing around a large beer cooler outside in the great outdoors, players take turns in a clockwise fashion rolling the dice on the cooler. The first person to roll a 3 is the Three Man. Once the Three Man, you can only escape being the Three Man by rolling a 3 yourself, or when the game has gone clockwise through all players 3 times. At either such point, the Three Man names the next Three Man.

As a note, if a die falls off the cooler during a roll, you must finish your drink.

The person to the left of the Three Man starts rolling. You keep rolling in your turn until there is a roll of "no effect". The effect of the dice is as follows:

If you roll a "2" ( two 1's), you get to give out one drink to anyone, and then continue rolling.

If you roll a "3", the Three Man has to take a drink, and you continue rolling. In addition, if either of the die is ever a 3 regardless of the total of the two die, the Three Man must take a drink, and you continue rolling.

If you roll a "4" (two 2's), you get to give out two drinks to anyone or may split the tally between 2 people, and then continue rolling. If the total of "4" is obtained by rolling a 1 and a 3, the Three Man must take a drink and you continue rolling.

If you roll a "5" (as a 1 and a 4), this roll is of "no effect" and the dice are passed to the next person clockwise. If however, as noted above, the total of 5 is obtained by rolling a 2 and a 3, then the Three Man must take a drink, and you continue rolling.

If you roll a "6" (as a 1 and a 5), this roll is of "no effect" and the dice are passed to the next person clockwise. If the total of "6" is obtained by rolling a 2 and a 4, every player must shout "sociable" and take a drink - the dice, however, are then passed to the next person clockwise. If the total of "6" is obtained by rolling two 3's, the Three Man must take two drinks and you get to give out 3 more to anyone, which may be split between players, and your roll continues.

If you roll a "7", the player to your right takes a drink, and you continue rolling. As noted above, if one of the die is a 3, the Three Man must also take a drink.

If you roll an "8" (as a 2 and a 6), this roll is of "no effect" and the dice are passed to the next person clockwise. If, however, the total of "8" is obtained by rolling a 3 and a 5, the Three Man must take a drink and you continue rolling. If the total of "8" is obtained by rolling two 4's, you get to give out 4 drinks to anyone, which may be split between players, and you continue rolling.

If you roll a "9", the player to your left takes a drink, and you continue rolling. As noted above, if one of the die is a 3, the Three Man must also take a drink.

If you roll a "10" (as a 4 and a 6), this roll is of "no effect" and the dice are passed to the next person clockwise. If, however, the total of "10" is obtained by rolling two 5's, you get to give out 5 drinks to anyone, which may be split between players, and you continue rolling.

If you roll an "11", this is "war", and you choose two people to have a roll-off with one die each. The player with the lowest roll must take a drink. If it is a tie, you have a second roll-off, wherein the player with the lower roll must take two drinks. Also, if at any time a 3 is rolled, the Three Man must take a drink.

If you roll a "12", you get to give out 6 drinks to anyone, which may be split between players, and you continue rolling. However, you also get to make a "rule" which all players must abide by from then on. Some famous rules have been as follows: no one may point or else the infringer must take 3 drinks; everyone's name shifts one to the left - an infringer failing to call someone by their new name must take 3 drinks; when two 1's are rolled, the last person to run around the cooler to their spot must take 3 drinks; you must finish your drink before going to the washroom or else you must chug a beer upon your return, etc.

A very deadly verson of the Redstone Lake Rules has been played by party animals. In this version, as in the normal version, when doubles are rolled, you get to give out that number of drinks. However, drinks are given out by fractions. As such, with a roll of two 1's , the drinks are the equivalent of 1/6th of a beer; for a roll of two 2's, the drinks are the equivalent of 2/6th of a beer; for a roll of two 3's, the drinks are the equivalent of 3/6th (or half) of a beer; for a roll of two 4's, the drinks are the equivalent of 4/6th of a beer; for a roll of two 5's, the drinks are the equivalent of 5/6th of a beer; for a roll of two 6's, the drinks are the equivalent of a full beer.

[edit] Variation: Chester Rules (also known as Beta Version 2.0)

This game starts as all the others with the players taking turns to roll the dice. The first person to roll a three becomes the three man. The only way to relive oneself of this title is to roll a three or double three. Alternatively if another player rolls a double three they may choose to make the three man drink double or choose a new three man.

1:1 Doubles - see below

1:2 Pass

1:3 Three Man drinks (three on die)

1:4 Pass

1:5 Pass

1:6 Player to left drinks (sum=7) & Social (6)

2:2 Doubles - see below

2:3 Three Man drinks (three on die)

2:4 Pass

2:5 Player to left of roller drinks (sum=7)

2:6 Social (6)

3:3 Doubles- see below

3:4 Three Man and player to left drinks (sum=7)

3:5 Three Man drinks

3:6 Three Man drinks & Social (6)

4:4 Doubles - see below

4:5 Pass

4:6 Social (6)

5:5 Doubles – see below

5:6 Player to the right or roller drinks (sum=11) & Social (6)

6:6 Doubles- see below and social

Doubles: The roller has the option of giving both dice to one player, or one die each to two players. Whatever the case, the dice are rolled and the number on the dice is what that person(s) has to drink. (I.e., roller gives the dice to Y & Z, Y rolls a 3 and Z rolls a five. Y drinks 3 & Z drinks 5; or Y gets both dice and rolls a 3:5, Y then drinks 8.) However, if the given dice roll to doubles, the original roller has to drink that amount. After the drinking has commenced the original roller resumes throwing. If doubles are rolled twice in a row, either by the original roller or by the original and the recipients a rule is made up, by the person(s) who completed the sequence.

The Awkward Three ( from Victoria, BC Canada): The awkward three occurs if an individual roles a 2 on one die and a 1 on the other. The "Three Man" must flip his hand upside down and place his index finger on the table with his pinky near the brim of the beer can. In a continuation of this position he must now attempt to drink his drink. This position often causes the "Three Man" to spill beer on his face or spill his beer trying.

[edit] Objective

Since there is no defined winner, the objective of the game can vary between players: a player may find the objective to get as drunk as possible in the shortest period of time, or a player may find the objective to not have to drink as much as the other players. Because of this, games are generally played for a certain amount of time or until players start to leave and there is not a sufficient number of players to continue.

[edit] References

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