with a 1–2–3, or any point lower than the banker's. If they tie the banker's point, then it's a "push", no winner or loser, and the player pockets his stake. If they don't roll win, loss, or point, they continue to roll the dice until they do so. The first player to win with a 4–5–6 or triple commonly gets the privilege of being the next banker after all the bets of this round are settled. It's also often the case that 4–5–6 pays double, triples pay three times, and triple 1s pay five times the wager, though different betting systems may be agreed upon. Variations in rules for the banking game Some variants of Cee-lo have been described that reverse the rules of winning and losing rolls for the player who is not a banker, making a 1–2–3 a win for the player, and 4–5–6 a loss. If such a rule is followed to the extent that triples become a losing roll for the player, then this slightly increases the advantage to the banker. Cee-lo without a bank (winner take all) In this version of the game, each round involves two or more players of equal status. A bet amount is agreed upon and each player puts that amount in the pile or pot. Each player then has to roll all three dice at once and must continue until a recognized combination is rolled. Whichever player rolls the best combination wins the entire pot, and a new round begins. In cases where two or more players tie for the best combination, they must have a shoot out to determine a single winner. The combinations are similar to those described above, and can be ranked from best to worst as: 4–5–6 The highest possible roll. If you roll 4–5–6, you automatically win. Trips Rolling three same numbers is known as rolling a trip. Higher trips beat lower trips, so 4–4–4 is better than 3–3–3. Any trips beats any established point. Point Rolling a pair, and another number, establishes the singleton as a "point". A higher point beats a lower point, so 2–2–6 is better than 5–5–2. 1–2–3 The lowest possible roll. If you roll 1–2–3, you automatically lose. Any other roll is a meaningless combination and must be rerolled until one of the above combinations occurs. Variants Some players rule that a 4-5-6 is an instant win for the first