San Rolls
A dice game which may have gotten its name name from the Shudani word sanko, which means mountain peak or summit.
Two or more participants place their wagers on the table and then take turns rolling a single 6 sided die, and adding to their total score. The goal of the game is to get as close to 17, supersitiously a lucky number, as possible without going over. It's also optimal if a player can avoid landing on the number 8 or 16, superstitiously unlucky numbers.
If a player lands on 17 exactly, they win immediately and claim all of the money on the table. If a player goes over 17, they lose immediately and forfit any chance to claim the money. If a player feels that they are in danger of going over, they can suimin (meaning sleep). This player stops rolling for the rest of the game and stays at their current score. Players cannot call suimin unless they have a higher score than any other player who has already called it. If at any point a player's total score reaches exactly 8 or 16, they have to double the bet they have already placed on the table. This means that a player who lands on both 8 and 16 will have paid a total of 4 times the original bet. In the end, the player with the highest score without exceeding 17 wins.
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