PULL UP A CHAIR. PUSH YOUR LUCK.
ROLL THAT SHIT
A Game of Dice, Greed, and Bad Decisions
10,000
POINTS TO CHASE
Roll all six to get this started.
Six dice. Your decision.
LAST FEW DECISIONS
YOUR DICE, YOUR RECORD
Saved only in this browser. Clearing browser data can erase your game and records. Abandoned games count as played, not as computer losses; they end a winning streak. Farkles, hot dice and highest turns count your play only.
HOW TO PLAY
Roll six dice. Select scoring dice from this roll, check their value, then press KEEP SELECTED DICE. You must keep at least one valid scoring selection before rolling again or banking. Dice already held cannot join a later roll’s scoring combination.
Bank at least 500 points in one turn to get on the scoreboard. After that, any positive turn may be banked. Banking ends your turn. A roll without a scoring choice is a Farkle: all unbanked turn points are lost. If all six dice score, they become hot dice: roll all six again or bank the points you already earned.
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s / 3s / 4s / 5s / 6s | 200 / 300 / 400 / 500 / 600 |
| Four / five / six of a kind | 1,000 / 2,000 / 3,000 |
| Straight (1–6) | 1,500 |
| Three different pairs | 1,500 |
| Two different triplets | 2,500 |
Special combinations require all six dice from the same roll. Three pairs means three different faces appearing twice each; two triplets means two different faces appearing three times each. A set of four, five or six uses its listed value, rather than splitting that same face into smaller groups. You may select fewer matching dice to keep a smaller set instead. If a full roll can score as ordinary sets or two triplets, explicitly choose the interpretation using “Score as.” Every selected die must score.
Against the computer: reaching 10,000 triggers one final turn for the opponent. The higher banked score then wins. If tied, each player gets one extra turn, human first; repeat paired turns until the tie breaks. Solo ends when you bank 10,000; fewer completed turns is better.
Hank is cautious, Bubba pushes his luck, and Earl calculates quietly. Difficulty changes keep/bank decisions, never dice probabilities. The computer rolls the same fair dice and follows the same opening and final-round rules. Speed and Finish computer turn change presentation only.
Tap or click dice to select them; tap again to remove them. Keyboard: Tab between controls and dice; Space or Enter selects. Sound and remarks are optional. Radio follows your existing volume/mute preferences; it never starts on page load. There are no purchases, real-money stakes, or prizes.