Anzac Day proceedings are steeped in tradition, the less solemn of which involved mates coming together to place a bet and have a yell over a game of two-up.
Subscribe now for unlimited access.
$0/
(min cost $0)
or signup to continue reading
As an aid for those who fancy their chances of a flutter on Thursday, we've put together a simple how-to guide.
The aim of the game is for the spinner to throw three heads in a row - in the event that the spinner throws tails, the spinner shall lose the total of the money in the centre and the right to spin.
The spinner must place a $10 bet down to enter the ring, which is then covered by the house - adding up to $20.
After the spinner has thrown three consecutive pairs of heads they may withdraw from the centre and collect the cash from the centre.
Side bets are made between two people around the outside of the spinning ring.
A 'no spin' is when either or both pennies land outside the ring; either or both pennies hit any person or foreign object; or, in the opinion of the ring keeper, when the pennies have not been spun at least two metres above the head of the spinner.
WHERE CAN I PLAY?
HOW DO YOU SPEAK THE LANGUAGE OF THE ANZACS?
Maintain your poker face and come off like an old-hand two-up legend by learning the lingo.
- Head - the side of the penny opposite to that marked with a cross.
- Heads - the two pennies lying on the floor with the 'head' side up.
- Kip - the wooden bat from which the pennies are thrown.
- Ring - the area inside the boundaries.
- Ring keeper - the person who controls the spinner and the conduct of the game.
- Spinner - the player who has bravely stepped forward to place a bet.
- Tail - the side of the penny marked with a cross
- Tails - the two pennies lying on the floor of the ring with the 'tail' side up.