The short version

  1. Roll all four dice. This is throw one. You have up to four throws in total.
  2. Keep what you like. Tap a die to hold it. Held dice stay put on your next throw. Tap again to release one. With real dice, just set the keepers aside.
  3. Roll the rest. Chase a bigger total or a matching bonus. You can change which dice you hold between throws.
  4. Bank your score. Stop after any throw, or finish automatically after throw four. Add your dice together, then add your single highest bonus.

A little matching goes a long way.

What you rollExampleBonus
One pair2, 2, 4, 6+5
Two pairs3, 3, 5, 5+10
Three of a kind4, 4, 4, 2+15
Four in a row2, 3, 4, 5+20
Four of a kind6, 6, 6, 6+25

Only one bonus applies: the highest one you qualify for. A straight can be 1–2–3–4, 2–3–4–5, or 3–4–5–6, in any order. With no matching pattern, your score is just the dice total.

Let’s do one together. You finish with 5, 5, 5, and 3. The dice total is 18. Three of a kind adds 15. Your final score is 33. Four sixes is the dream roll: 24 + 25 = 49.

Your daily little ritual

The home-page daily game is a casual warm-up with one saved attempt per browser each UTC day. Its scores stay on your device and do not count toward public rankings. Closing or refreshing restores your progress when browser storage is available. Practice gives you fresh random rolls whenever you want.

Put your name on the board.

Visit Compete and sign in with an email code for the ranked daily challenge. Everyone receives the same underlying sequence, generated on the server. What you hold changes the outcome. Each account gets one attempt per UTC day. Bank your score, or finish all four throws, to publish your nickname and result. Equal scores share a rank. The seven-day board adds daily scores.

Challenge a friend with a link that lasts seven days, or create a live room and meet online together. Live lobbies wait up to an hour; joining starts a 20-minute match. Both players receive the same sequence and make their own decisions. Scores appear after both players finish. An unfinished or expired match has no winner. These matches do not affect the public leaderboard.

Bring it to the table

For 2–8 players, pass four dice clockwise. Each player takes one complete turn of up to four throws. Write down every score, then start the next round. After five rounds, add each player’s scores. Highest total wins.

Tied? Each tied player rolls four dice once and scores normally. Repeat if still tied. For a shorter game, agree on three rounds before you begin.

A few friendly pointers

Enough reading. Your turn.

The best way to learn is to throw yourself into it.

Let’s roll ↗