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: "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:
Tier
Target
Wild Rolls
Pocket
5,000
3
Jackpot
10,000
5
Fortune
15,000
7
Tycoon
20,000
10
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: "Roll! Grab a pointer, roll again for MORE... or chicken out and Bank it. Roll a big fat nothing and — POOF! — bust. Hehe."
Roll all 5 dice.
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.
Roll the remaining dice for more — or Bank your turn total and end the turn safely.
Each keep leaves fewer dice to roll — more reward, more risk.
Roll no pointer at all → Bust: 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: "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.
Die
Points
a single 1
100
a single 5
50
2, 3, 4 or 6 alone
0
🀄 Scoring — sets & combos
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.
Set
3 of a kind
4 of a kind
5 of a kind
1s
1,000
2,000
3,000
2s
200
1,200
2,200
3s
300
1,300
2,300
4s
400
1,400
2,400
5s
500
1,500
2,500
6s
600
1,600
2,600
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 → 1,000
1,500
1,600
—
2,2,2 → 200
700
800
900
3,3,3 → 300
800
900
1,000
4,4,4 → 400
900
1,000
1,100
5,5,5 → 500
1,000
—
1,200
6,6,6 → 600
1,100
1,200
1,300
🃏 The Wild Roll
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).
Declare before you roll — only when rolling all 5 dice (turn start or after a fresh five).
Once you lock the number, that die plays exactly like a normal die of that value.
Everyone starts with 3. Earn more: roll a 5-of-a-kind (+1) or advance to a new World (+1). You can also buy packs.
🏆 Winning
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.