Choose what to keep
Roll five dice up to three times per turn. Tap a die to hold its face while the others roll again; tap it again to release it. You may score after an earlier roll rather than use all three. There is no turn timer.
Getting your game ready…
Fill all thirteen categories in one fresh game. Three rolls per turn; no extra five-of-a-kind bonuses.
Play this week’s setup. Your highest posted score counts. Only ranked runs appear here.
Sign in to play rankedRoll five dice up to three times per turn. Tap a die to hold its face while the others roll again; tap it again to release it. You may score after an earlier roll rather than use all three. There is no turn timer.
Choose an unused category, then use Score to finish the turn. Three/four of a kind and Chance count the dice sum. An exact three-plus-two full house earns 25; four distinct consecutive values earn 30, and five earn 40. Five of a kind earns 50 once.
Each category can be used once across thirteen turns. The upper six count matching faces; reaching 63 there adds a 35-point bonus. You may record zero in an unused category. There are no joker rules or extra five-of-a-kind bonuses. The final total, not speed, is the result.
Three matching faces offer a different starting point from four consecutive values. Keep dice that support the route you have chosen. Holding unrelated faces just because they are large can make a needed combination less likely.
An easy category can be useful when a later roll misses its target. Spending every flexible category early makes awkward dice harder to place. Check both a promising score now and the categories that would remain afterward.
The cream wooden dice use familiar pips, while the scorecard keeps each decision visible. Luck determines the rolled faces; your choices determine what you hold and where you record them. There is no claim that a careful choice can guarantee the next roll.