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By Jaques of London
Est. 1795
Games RulesDice Games › Centennial

How to Play Centennial

The quick answer: Move your seven markers from start to finish and back by rolling three dice and matching the numbers shown. The first player to return all seven markers to position 7 wins. Luck and timing determine which rolls you can use each turn.

Centennial is a race game for two to eight players using three standard dice and a simple numbered track. Each player tries to move seven markers along a course numbered 1 through 7 and then back again, using the individual and combined values of three dice rolls to advance their pieces. The rules take about two minutes to learn, yet a full game can shift dramatically on a single throw.

Its appeal lies in that balance of luck and decision: you often have a choice of which marker to advance with a given number, and picking wrong costs you dearly. It plays equally well at a kitchen table with children or as a low-stakes adult game at a family gathering, and a full game rarely outstays its welcome.

Players2-8
Ages6+
Time20 to 40 minutes
EquipmentThree standard six-sided dice, a board or paper track numbered 1 to 7 and back (positions 1 to 7, then 7 to 1), and seven markers per player in a distinct colour

A little history

The origins of Centennial are not clearly documented. It appears in American games collections from the late nineteenth and early twentieth centuries, and its name is widely associated with centennial celebrations of that era, though no firm primary source links the two. It is sometimes listed under the alternative names Newmarket or Ohio, and its basic mechanism of advancing markers by matching dice values is shared with several older European track-and-dice games. Traditionally it is treated as a public-domain folk game with no single inventor on record.

Setting up

  1. Draw or place a track with 13 positions: 1, 2, 3, 4, 5, 6, 7, 6, 5, 4, 3, 2, 1. Label the final position clearly as the finish.
  2. Give each player seven markers of one colour. All markers begin off the board in each player's reserve.
  3. Decide a starting player by any agreed method, such as highest single die roll. Play then proceeds clockwise.
  4. Place the board within easy reach of all players. No money or tokens are needed for the basic game.

How to play

  1. On your turn, roll all three dice.
  2. Read the three dice as three separate values, and also as the totals of any two dice added together, and the total of all three dice added together. This gives you up to seven usable numbers from one roll: the three individual faces, three two-dice sums, and one three-dice sum.
  3. You must always begin by entering a marker onto position 1 before you can advance any marker to a higher position. If you have no marker on position 1 at the start of your turn, you must use a 1 from your roll to place a new marker there before doing anything else.
  4. If your roll produces a 1, place one marker from your reserve onto position 1 on the track. You may only place one new marker per turn, even if two dice show 1.
  5. After placing or choosing not to place (if no 1 appears), use your remaining usable numbers to advance markers already on the board. Each number you use moves one marker forward one position matching that number.
  6. A marker on position 3, for example, can only be advanced by a 4 (to move it to position 4). You must always advance to the very next position in sequence; you cannot skip positions.
  7. You may use each usable number only once per turn. If your roll produces the same number twice by different dice combinations, you may use it twice.
  8. Markers travel up the track from 1 to 7, then turn and travel back down from 7 toward 1. The return journey positions are distinct from the outward positions, so a marker coming back sits on its own side of the track.
  9. You are never obliged to use every number your roll produces. Use as many or as few as are helpful, but unused numbers are simply lost.
  10. After you have finished placing and advancing markers, your turn ends and the dice pass to the next player clockwise.

Winning and scoring

The first player to move all seven of their markers the full circuit, from the reserve onto position 1, up to position 7, and then back down to the final position 1, wins the game outright. There is no points system in the standard game; it is a straight race. If you are playing a multi-round session, you can score one point per round won and play to a target such as five points.

The fine points

The most common dispute concerns which dice combinations are legal. The standard ruling is that you may use any individual die face, any sum of exactly two dice, or the sum of all three dice, giving a maximum of seven usable numbers. You may not use the sum of two dice and also use one of those same dice individually in the same single number-use, but you may use the same physical die more than once across different combinations in the same turn provided each combination is counted separately. For example, a roll of 2, 3, 4 gives you 2, 3, 4, 5, 6, 7, and 9; the 2 appears in the individual reading and in the two-dice totals, and all of those uses are valid.

A second common argument involves the obligation to enter a marker when a 1 appears. The standard ruling is that entering is compulsory if you have markers still in reserve and a 1 is available, but if all seven markers are already on the board you simply ignore any 1 that appears. Some house rules make entry optional throughout; agree this before play begins and stick to it.

How to win more often

Variations

Betting variant

Each player contributes an equal number of counters or coins to a central pot before play. A small additional fee is paid into the pot each time a player cannot use any number from their roll. The winner takes the entire pot. This version significantly raises the tension around blank turns.

Ohio (extended track)

Sometimes called Ohio, this variant uses a longer track running from 1 to 10 and back, requiring the same core rules but with ten dice-value targets. Because totals of 8, 9, and 10 require all three dice to be used together, the later stages of the game become considerably harder to complete, extending playing time to around 45 to 60 minutes.

Team play

With six or eight players, split into two equal teams. Each team shares a single set of markers on one track, and players within a team alternate turns. This cooperative layer forces players to discuss strategy between turns and works especially well when the group includes a mix of ages and experience levels.

Penalised blank turns

If a player's roll produces no number that can legally advance any of their markers and they have no 1 to enter a reserve marker, they lose one turn marker: their most advanced marker is moved back one position. This adds a punishing downside to a run of bad luck and shortens games by increasing pressure to keep markers spread out.

Centennial: frequently asked questions

Can two players occupy the same position on the track at the same time?

Yes. In the standard rules there is no blocking or capturing. Any number of markers from any players can sit on the same numbered position simultaneously, and this has no effect on play.

What happens if none of the numbers from my roll are useful?

You simply lose your turn. There is no penalty in the base rules; you just pass the dice on. Some players add a house penalty such as moving a marker back, but agree that before the game starts.

Do I have to use a 1 to enter a marker even if I would prefer not to?

Under standard rules, yes, entry is compulsory when a 1 is available and you still have markers in reserve. If all seven of your markers are already on the track, any 1 that appears is simply ignored.

Can I enter more than one marker in a single turn if I roll two 1s?

No. Only one new marker may be entered per turn regardless of how many 1s your roll produces. Additional 1s beyond the first are wasted for entry purposes but can still be used to advance a marker already sitting on position 1.

Is Centennial suitable for young children?

It is generally recommended from age 6 upward. The concept of matching dice values to track positions requires basic number recognition and simple addition for the combined totals, so very young children may need a little support reading the dice in the early turns.

How long does a typical game last?

With experienced players a game usually finishes in 20 to 30 minutes. With younger players or a full table of eight, allow up to 40 minutes. The betting variant tends to run slightly longer because players are more deliberate.

What is the maximum number of usable values from one roll of three dice?

Seven: the three individual die faces, three possible two-dice totals, and one three-dice total. However, if two dice show the same face the individual count drops, and duplicate combined totals do not add additional uses.

Can a marker skip a position if I roll a high number?

No. Every marker must advance one position at a time to the very next number in sequence. A roll of 6 can only move a marker from position 5 to position 6; it cannot jump a marker sitting at position 2 forward to position 8.

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