Saturday, September 29, 2012

Four horses stand and wait 
For the Lord to open the gate 
To allow the first throughout the last 
To carry out our Lord's wrath 

The First One's coat, white as snow 
The rider waits to hear the 'GO' 
His job to conquer, at his desire, 
He would send many to the fire. 

The second horse, bright and red, 
Takes peace from Earth and causes dread.
He's given a sword, to cause each man, 
To take lives as countless as sand. 

Now the third horse, black as night 
Is ready for his awesome flight. 
To him a scale and power is giv'n 
To ration food of whomever is liv'n 

The fourth servant, pale as ever 
His job so horrid, to make you quiver 
His purpose to cause three-fourths the earth 
To sing a solemn sorrowful dearth 

All four are restless, held back by power, 
Awaiting judgement and the fire; 
His jealous wrath of sins untold 
As their story does unfold 

The white mare turns his head to hear 
The Lambs command echo through the air 
 "Now’s the time to loose the Fury, 
These men forewarned, rebel unduly!"

Tuesday, July 21, 2009

FARKLE RULES

You will need: 6 dice, paper and pencil

How to play : Each player must score 1000 points in one turn to ‘get on the board’. If aplayer ‘farkles’ before reaching 1000 their turn is over and they pass the dice to the next player.Once a player has gotten on the board they can quit at any time during their turn, regardless ofhow many points they score during that turn.Play to 10,000. Once someone scores 10,000 (or more) the remaining players have one last turn.There are ways you can vary the game at this point. If someone beats the original player whoreached 5,000, they can be declared the winner, or if you want to continue playing, let eachplayer have one more turn, each time anyone beats the high scorer.

How to score: Players begin by rolling all 6 dice. In order not to ‘farkle’ each roll in aturn must come up with something that ‘counts’. Scoring dice are set aside and contribute theirscore for that turn. If a player decides to continue rolling during their turn they use the remainingdice. If at any time ‘all’ the dice produce points the player has the option to begin againwith all six dice. This still counts as one turn and should they ‘farkle’ (roll and come up withnothing that scores) they will lose any points accumulated turning that turn. Once points arerecorded they cannot be lost.

What counts:
All six dice the same..............................1,000
3 pair........................................................1,000
A straight (1 through 6)..........................1,000
3 ones......................................................1,000
One.........................................................100
Five..........................................................50
3 of any number equals that number times 100 (except ones they equal 1000) i.e.
3 twos........................................................200
3 threes......................................................300
3 fours........................................................400
3 fives........................................................500
3 sixes........................................................600
4 of any number equals that number times 200 (except ones they equal 2000)
5 of any number equals that number times 300 (except ones they equal 3000)
6 of any number equals WINS the game
Have fun, play fair and take a risk now and then!