Welcome to Miami
We’re Gresham Smith
We’re Gresham Smith, and we’re excited to connect on the Nashville Area Chamber Leadership Study Mission. Let’s roll down to Miami eager to bring back insights on how to deal with Nashville’s opportunities and challenges. We look forward to making genuine connections and having plenty of fun along the way.
As a part of the packet you received for the Leadership Study trip, we included a deck of cards and a set of dice. Looking for ideas on how to use them? Here are a couple of games to try.
Farkle
Setup: Use six standard six-sided dice. Decide who goes first by rolling one die each; highest roll starts. Play proceeds clockwise.
How to Play:
- On a player’s turn, they roll all six dice, trying to set aside scoring dice (1s, 5s, or sets). After your initial roll, you can decide whether to (a.) roll the remaining dice to try to add more points, or (b.) stop and bank the points you’ve accumulated this turn.
- You must earn 500 or more points on a roll to “open” your scoring, but after clearing 500 you can bank any total.
- If after any roll you do not roll any scoring dice, you “Farkle” and lose all points for that turn, and your turn ends immediately.
- If you set aside all six dice as scoring dice (called “hot dice”), you may roll all six dice again on the same turn to continue adding points.
- Once all players have “opened” (500+ points), players will have the option to press. When a player banks their points but still has some of the six dice remaining, the next player can press by rolling the remaining, non-scoring dice from the previous player’s turn. If they roll any scoring combination with those dice, they get to add those points to the total banked by the previous player.
Scoring Combinations:
- Single 1 = 100 points
- Single 5 = 50 points
- Three of a kind (numbers 2 through 6) = 100 × face value (e.g., three 4s = 400 points)
- Three 1s = 1,000 points
- Four, five, or six of a kind score more points = double the three-of-a-kind score for each additional matching die (e.g., six 6s are worth 4,800 points)
- Straight (1,2,3,4,5,6) = 1,500 points
- Three pairs = 1,500 points
Winning: The first player to reach 10,000 points triggers the final round where all other players get one last turn. The highest score after the final round wins.
Yahtzee
Setup: Use five standard six-sided dice. Each player needs a scoresheet that lists the 13 scoring categories. Decide who goes first by each rolling one die; highest roll starts. Play proceeds clockwise.
How to Play:
- On a player’s turn, they roll all five dice.
- After the first roll, the player may set aside any dice they want to keep and re-roll the remaining dice up to two more times (for a total of three rolls).
- After the final roll, the player must choose one scoring category on their scoresheet to apply their dice results.
- Each category can be scored only once per game, so the game lasts 13 rounds.
Scoring Categories:
- 1-6. Ones, Twos, Threes, Fours, Fives, Sixes: Score the sum of dice showing that number.
- 7. Three of a Kind: If at least three dice show the same number, score the sum of all five dice.
- 8. Four of a Kind: If at least four dice show the same number, score the sum of all five dice.
- 9. Full House: Three dice of one number and two dice of another number = 25 points.
- 10. Small Straight: Four sequential numbers (e.g., 1-2-3-4) = 30 points.
- 11. Large Straight: Five sequential numbers (e.g., 2-3-4-5-6) = 40 points.
- 12. Yahtzee: Five of a kind = 50 points.
- 13. Chance: Any combination; score sum of all five dice.
Additional Rules: If the total score in the “Ones” through “Sixes” categories equals or exceeds 63 points, the player receives a 35-point bonus.
Winning: The game ends after all players have filled all 13 categories. The player with the highest total score wins.
Trash (Two-Player Card Game)
Setup: Use a standard deck of cards with jokers removed. Two players each receive 10 cards dealt face down in two rows of five. Decide who goes first by a coin toss or random method. Play proceeds back and forth.
How to Play: Players take turns drawing a card from the deck or discard pile, attempting to replace cards numbered 1 through 10 in their grid in order. When a card that can be placed replaces another, that replaced card is picked up and placed in its correct position if possible, continuing until no more placements can be made. An unplaceable card is returned to the discard pile and the next player can use it or draw from the pile.
Winning: The first player to complete all 10 cards face-up in proper order wins. The winning player is dealt one fewer card in the next hand, and needs to achieve only A-9 to win the next hand. Play proceeds until an agreed-upon goal (e.g., only five cards remaining for one player).
Golf (Three-Player Card Game)
Setup: Use a standard deck of cards with jokers removed. Three players each receive six cards arranged face down in two rows of three. Decide who goes first by a random method. Play proceeds clockwise.
How to Play: Each player flips over two of their cards to start. Players then take turns drawing from the deck or discard pile to swap out cards in their grid (any card, face-up or face-down) to reduce the sum of their cards, aiming for the lowest score after nine rounds. The “hole” ends when a player flips all six of their cards face-up. Other players get one last turn.
Scoring:
- Jacks = 0 points
- 2s = minus-2 points
- Aces = 1 point
- 3-10 = face value
- Kings/Queens = 10
- Columns: If you make a pair with a column (e.g., two 7s), those cards score 0
Winning: After nine holes, the player with the lowest total score wins.