Setting Up the Game
Mississippi Marbles is designed for two to six players ages 6 and older. All players sit around the playing surface and roll one die. The player that rolls the highest number takes the first turn, with play moving clockwise thereafter. The scorekeeper will need a pad of paper and pencil. A calculator might be helpful for younger players trying to add up scores.
The Opening Phase
Before players are able to start scoring real points, they must roll for 700 points using the six dice. The first player will roll all six dice and add 100 points toward the necessary 700 for each "1" rolled and 50 points for each "5" rolled. He places 1s and 5s off to the side and rolls the remaining dice once again. This pattern continues until the player either fails to roll a 5 or 1, or if the final die is rolled as a 5 or 1. If the player managed to earn 700 points, he is able to begin rolling for "melds" from that point onward starting on his next turn. If the player does not manage to earn 700 points, play passes to the next player.
Melds and Scoring
After scoring the requisite 700 points during the opening phase, players are able to begin scoring real points toward the endgame goal of 11,000 points. Eligible players will roll all six dice a single time. Three 1s is worth 500 points, three 2s is worth 200, three 3s is worth 300, three 4s is worth 400, three 5s is worth 500 and three 6s is worth 600 points. Four-of-a-kind is worth 1,000 points, five-of-a-kind is worth 2,000 points and six-of-a-kind is worth 5,000 points. Rolling a straight (one through six) is worth a whopping 5,000 points. After each eligible player rolls the six dice and determines the score, play passes to the next player.
Winning the Game
Once a player surpasses 11,000 points, Mississippi Marbles enters the endgame. Every other player is allowed another roll in an attempt to surpass 11,000 points, as well. After every player has taken a turn, the player with the highest number of points wins the game.