Pass the Pigs Rules

Aim

Be the first player to reach 100 points.

Taking a turn

  1. Choose a scorekeeper—the “swineherd.”
  2. Players take turns throwing both pigs together onto a smooth surface.
  3. Add the result to your running score for that turn.
  4. After each throw, either:
    • Stop and add the turn’s points to your permanent score; or
    • Throw again and risk losing points.

Scoring

How the pigs landScore
Sider — both on the same side1
Trotter — one standing on all four feet, the other on its side5
Double Trotter20
Razorback — one on its back, the other on its side5
Double Razorback20
Snouter — one balanced on its snout and front feet, the other on its side10
Double Snouter40
Leaning Jowler — one balanced on its snout, ear and front foot, the other on its side15
Double Leaning Jowler60
Mixed Combo — two different scoring positionsAdd the two individual values
Pig Out — pigs lying on opposite sidesLose all points earned during this turn
Oinker — pigs finish touching each otherLose your entire accumulated game score
Piggyback — one pig lands on top of the otherYou are eliminated from the game

For a Mixed Combo, the individual values are:

  • Trotter: 5
  • Razorback: 5
  • Snouter: 10
  • Leaning Jowler: 15

For example, a Trotter plus a Snouter scores 15 points.

Ending a turn

Your turn ends when:

  • You choose to stop and bank your turn score;
  • You throw a Pig Out;
  • You throw an Oinker; or
  • You throw a Piggyback.

The pigs then pass to the next player.

Winning

The first player whose permanent score reaches 100 or more wins.

Hog Call Variation

Please note we do not play the Hog Call Variation at the World Championships.

Once you have at least 20 points, you may predict another player’s next throw:

  • Say “Sooee!” before the pigs are thrown.
  • The first eligible player to shout makes the prediction.
  • You must predict the exact result; a Mixed Combo requires both positions to be named.
  • You cannot predict a Pig Out, Oinker or Piggyback.

If correct, you gain twice the throw’s value and the thrower loses the same amount. If incorrect, you lose twice its value and the thrower gains that amount. Nobody’s score can fall below zero.