Dice games
Three dice at the bar or five on a score grid: above all, these games ask you to know when to stop.
20 games, 20 rules pages.
- 10,000 (Farkle)2-10 pl.Push your luck: keep rolling while you score, but a blank roll loses all the points built up during the turn.
- 4212-10 pl.A bar game in two phases. Chips are handed out during the charge, then got rid of during the discharge. The last player holding any has lost.
- Ship, Captain and Crew2-10 pl.You must roll a 6, a 5 and a 4 in that order — the ship, the captain, the crew — before counting your cargo.
- Can’t Stop2-4 pl.Four dice, two pairs, eleven columns: climb as long as you dare, but a roll with no move wipes out the whole turn. Claim three columns and you win.
- Chicago2-10 pl.Eleven rounds, one target per round: make 2 in the first, 3 in the second, up to 12 in the eleventh.
- Pig2-10 pl.One die, one decision: roll again or stop. A one wipes out everything built up during the turn.
- Craps2-12 pl.The bar-counter dice game: one shooter, two dice, and a table betting for or against them.
- King of New York2-6 pl.Giant monsters fight over New York with dice: smash buildings, take on the army and hold Manhattan to gain glory. The first to 20 victory points, or the last one standing, becomes king of the city.
- King of Tokyo2-6 pl.Giant monsters fight over Tokyo with dice: the first to 20 victory points, or the last one standing, becomes king.
- LAMA Dice2-6 pl.You roll three dice to get rid of the cards in your row that show the values rolled. With no useful value, you must take a card from the middle, or the whole llama row: sometimes it is better to quit the round. Cards left over cost chips, and the lowest total wins.
- Las Vegas2-5 pl.Six casinos, eight dice per player: place your dice to win the biggest banknotes. Ties cancel out, over four rounds.
- Mille Sabords2-5 pl.Pirates and eight dice: reroll to line up identical symbols, but three skulls lose everything. The first to 8,000 points triggers the last round.
- Perudo (Liar's Dice)2-6 pl.Blind bidding on the number of hidden dice. Losing a round costs a die: the last player with dice wins.
- Pickomino2-7 pl.Eight dice and skewers of grilled worms to fight over: keep rolling as long as you dare, setting aside one value at a time. Get too greedy and you give back your last skewer.
- Qwinto2-6 pl.Three coloured dice, three rows to fill: write down the sum rolled, keeping each row ascending and never repeating a number in a column.
- Qwixx2-5 pl.Everyone plays on every roll, crossing off boxes from left to right on four coloured rows.
- That’s Pretty Clever!1-4 pl.Six coloured dice to fill five areas of your sheet: you keep one die per roll, but every lower die slides onto the silver platter, where the other players help themselves. Ticked boxes set off chains of bonuses.
- Yahtzee1-8 pl.A scorecard of 13 categories to fill. Three rolls per turn, rerolling the dice of your choice.
- Zanzibar2-8 pl.Three dice, three rolls, and a ranking of hands that is anything but intuitive. The weakest hand of the round receives chips from each other player, more so the stronger the best hand: the first to run out of chips wins.
- Zombie Dice2-12 pl.You are a zombie: three dice drawn from the cup, brains to eat, shotguns to avoid. Keep rolling as long as you dare, but on the third shotgun blast, everything you ate this turn is lost.