Cee-lo is played with 3 dice.
Each player throws their ante into the pot.
Each player rolls all 3 dice until they get a point.
To get a point, the player must roll two-of-a-kind, with the third dice being their point (so if you roll a 1-1-6, 6 is your point).
Keep rolling until you get two-of-a-kind, three-of-a-kind, 4-5-6, or 1-2-3. Anything else is not a point.
6-6-6 is the best you can roll during normal gameplay. Called "trips", even a 1-1-1 roll beats any individual point (like the above 6).
The game is known as "4-5-6" because rolling a 4-5-6 is an automatic WIN.
Similarly, rolling 1-2-3 is an automatic LOSS.
* It's up to all the individual players at the outset of the game if you're going to allow players who have not rolled to "contest" the 4-5-6 roll. Contesting gives anyone who hasn't rolled yet a chance to also roll a 4-5-6 to "Push" instead of it being an "automatic win".
Pushing: If one or more player rolls the same high point, including trips (or a 4-5-6, if contesting is agreed to), those players ante again and replay for the whole pot.
* If the pushing players agree to it, any player who lost can buy back "in" to a push round by throwing in a double-ante (if the ante is 2, they need to buy in with 4).
Rob Freeman's Rule: You can add a "drinking game" element by playing Rob's Rule - Any player who rolls anything consecutive (2-3-4, 3-4-5, etc.) must drink! No points are awarded and regular gameplay continues until the player gets a point, just a little more swervy.