Dice games
Lost your board game dice?
Tap dice to hold. Re-roll the rest. Up to 3 rolls per turn.
Rolls this turn
Tap Roll to start
Roll, tap scoring dice to hold, then bank or push your luck. Farkle (no scorers) = turn score lost.
0
Turn score · held + unbanked
Tap Roll to start
4d6, drop lowest, per stat. Classic 3d6-keep from ability generation method.
Pass the phone. Each player taps to reveal their hidden 5d6, then taps again to hide before passing.
Players
Player 1
Tap & hold to peek
Player 1 · remember your roll
All in
Everyone has seen their roll. Call bluffs out loud.
2d6. Tap to roll. Named outcomes like Snake Eyes (2), Yo (11), Boxcars (12), Seven Out (7).
2d6. Doubles = roll again. Three doubles in a row = go to jail. Tap End Turn when done (resets the doubles counter).
Doubles this turn
2d6 for resource production. A roll of 7 triggers the robber — everyone with 8+ cards discards half.
No rolls yet
2d6. Doubles count twice — roll 3-3 and you get FOUR moves of 3, not two.
Attacker rolls 1–3 dice, defender rolls 1–2. Highest pairs compared, ties go to defender.
Attacker dice
Defender dice