THERE’S ALWAYS ROOM FOR ONE MORE GAME.
FIVE OF A KIND
Five Dice. Three Rolls. One Hell of a Scorecard.
THIRTEEN
WAYS TO MAKE YOUR MARK
Five dice. Thirteen empty boxes.
No stakes. No purchases. Just a little questionable judgment.
MAKE IT COUNT
THE SCORECARD
Roll, choose an unused row, then confirm its score.
| CATEGORY | YOU | THIS ROLL | HANK |
|---|---|---|---|
| UPPER SECTION | |||
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| Upper subtotal | 0 | 0 | |
| Upper bonus 63 earns +35 | 0 | 0 | |
| LOWER SECTION | |||
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| — | — | — | |
| Lower subtotal | 0 | 0 | |
| Extra five-kind bonuses | 0 | 0 | |
| GRAND TOTAL | 0 | 0 | |
Choose a row after rolling.
Permanent once confirmed. Even a zero.HOW TO PLAY
Play solo or against Hank, Bubba or Earl. Each player gets thirteen turns and a separate scorecard. Roll five dice, tap any dice to hold or release them, then roll the others. You have at most three rolls per turn and may score after the first or second. Release a die before rolling if you held all five. After the third roll, choose a category. You must roll at least once each turn.
Choose an unused scorecard row to preview its permanent score, then press RECORD SCORE. Recorded categories cannot be overwritten. If none is useful, choose an unused row worth zero and confirm it. Computer turns use the same rolls, holds, categories and bonuses; difficulty and personality affect decisions, never dice probabilities. Skip animation changes only presentation.
Upper: Ones through Sixes score the sum of that face. Reach at least 63 in the upper section for a 35-point bonus. Three/Four of a Kind score all five dice if at least three/four match. Full House is exactly three of one face and two of another for 25. Small Straight is at least four consecutive faces for 30; duplicate dice are ignored. Large Straight is five consecutive faces for 40. Five of a Kind is five matching dice for 50. Chance scores all five dice. Nonqualifying patterns score zero.
Extra Five of a Kind: the Five of a Kind box must already contain 50. A later turn ending with five matching dice earns an extra 100 when you record that turn’s category. First use the matching upper row if unused. If it is filled, use an unused lower row. Joker scoring then gives Full House 25, Small Straight 30 or Large Straight 40; three/four of a kind and Chance use the sum. If every lower row is filled, choose an unused upper row (usually zero). The 100 bonus is separate and still counts. If the Five of a Kind box contains zero, there is no extra bonus, joker scoring or forced placement.
A bonus is awarded once per committed turn, not for repeatedly holding five dice or clicking. Rolling five matching dice and then rerolling away from them does not earn a scorecard bonus. First scoring 50 in the Five of a Kind box does not also earn 100. Full House normally requires two distinct faces; joker privileges are the only exception.
Grand total adds upper subtotal, upper bonus, lower subtotal and extra five-kind bonuses. Highest total wins after both thirteen-turn scorecards are complete. Equal totals are a draw. Solo finishes after thirteen entries.
Your record is saved only in this browser. Games played counts started games; highest/average score use completed human scorecards. Five-kind rolls counts your actual qualifying rolls, including ones you reroll away; upper bonuses counts your scorecards reaching 63. Computer ties preserve a win streak; losses or abandoned computer games end it. Clearing browser data may erase progress and statistics. No accounts, purchases, wagering or prizes.