How to Play

Ace

Hey, I'm Ace! The crew and I will teach you The Dice Game — roll 5 dice, keep the ones that score (your pointers), and each roll decide: bank it or risk it. Score nothing and you bust. First to hit the target exactly wins!

🎯 The Goal

Clutch
Clutch: "Hit the target on the nose. Go one point over and you bust — that's where closers separate from rookies."

Reach the target total exactly — you can't go over. The standard game is 5,000 (a quick "Pocket" game). Bigger stakes have higher targets and more Wild Rolls:

TierTargetWild Rolls
Pocket5,0003
Jackpot10,0005
Fortune15,0007
Tycoon20,00010
Get on the board: your first banked turn must be worth at least 500 points. Until you bank 500+, you can't stop below it.

🎲 How a Turn Works

Rollie
Rollie: "Roll! Grab a pointer, roll again for MORE... or chicken out and Bank it. Roll a big fat nothing and — POOF! — bust. Hehe."
  1. Roll all 5 dice.
  2. Keep at least one new pointer every roll — a 1, a 5, or a completed three-of-a-kind. You only have to keep one; you may re-roll your other scoring dice to chase a bigger combo.
  3. Roll the remaining dice for more — or Bank your turn total and end the turn safely.
  4. Each keep leaves fewer dice to roll — more reward, more risk.
  5. Roll no pointer at allBust: the turn ends and everything you built that turn is lost.
Hot dice — fresh five: clear all 5 dice (every die becomes a pointer) and you get a brand-new set of 5 to keep rolling — your points stay. Like a first down.

💯 Scoring — single dice

Ruckus
Ruckus: "Only 1s and 5s pay on their own — a 1 is 100, a 5 is 50. Everything else? Worthless... unless you gang up three of a kind!"

Only 1s and 5s score on their own. Every other single die (2, 3, 4, 6) is worth 0 unless it's part of a set of three or more.

DiePoints
a single 1100
a single 550
2, 3, 4 or 6 alone0

🀄 Scoring — sets & combos

Ruckus
Ruckus: "THIS is where it gets LOUD! Three of a kind cracks it open — three 1s is a grand — and five of a kind? BOOM, jackpot!"

Three of a kind in a single roll unlocks a set; more of that face upgrades it up the table.

Set3 of a kind4 of a kind5 of a kind
1s1,0002,0003,000
2s2001,2002,200
3s3001,3002,300
4s4001,4002,400
5s5001,5002,500
6s6001,6002,600

Straight 1-2-3-4-5 or 2-3-4-5-6 (any order) = flat 500, clears the board → fresh five.

All-five bonus roll all 5 and every die scores in that one roll → +500 bonus.

Full House three-of-a-kind + any pair, in one roll of five (e.g. 6,6,6 | 5,5) → the set's value + 500, clears the board → fresh five. A pointer pair also pays its pips: 5,5 adds +100, 1,1 adds +200. A plain pair (2/3/4/6) adds nothing. It cannot be built up across rolls.

Triple (set + 500)plain pair+ 5,5+ 1,1
1,1,1 → 1,0001,5001,600
2,2,2 → 200700800900
3,3,3 → 3008009001,000
4,4,4 → 4009001,0001,100
5,5,5 → 5001,0001,200
6,6,6 → 6001,1001,2001,300

🃏 The Wild Roll

Jester
Jester: "Heh heh — I'm the Wild Die! Spend a Wild Roll and I become ANY number you want. Perfect for a huge combo, or landing the exact total. Chaos!"

Spend a Wild Roll to turn one die into the Jester (Wild) die — you set it to any number 1–6 you want for that roll (great for landing on the target exactly, or completing a big set).

🏆 Winning

Ace
Ace: "Championship rule: land on the target EXACTLY. Overshoot by even one and the turn busts. Plan your finish — that's how leaders win."

Bank points across turns until you hit your target. You must land exactly on it.

Overshoot = bust. If banking would put you over the target, that turn scores 0. Arrange your turn — often with a Wild Roll — to land on the number precisely.
Play Now