PULL UP A CHAIR. PUSH YOUR LUCK.

ROLL THAT SHIT

A Game of Dice, Greed, and Bad Decisions

SIX DICE
10,000
POINTS TO CHASE
YOUR TABLE
YOU00 turns
Illustrated HankHank · The Old-Timer
HANK00 turns
YOUR TURN
UNBANKED THIS TURN0
SELECTED THIS ROLL0

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.

    SCORING — NO DIE COUNTS TWICE
    CombinationPoints
    Single 1100
    Single 550
    Three 1s1,000
    Three 2s / 3s / 4s / 5s / 6s200 / 300 / 400 / 500 / 600
    Four / five / six of a kind1,000 / 2,000 / 3,000
    Straight (1–6)1,500
    Three different pairs1,500
    Two different triplets2,500

    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.

    A SEAT AT THE TABLE

    WHO’S FEELING LUCKY?

    Choose your opponent

    No money. No prizes. Just knowing when to quit.

    YOUR DICE ARE WAITING.

    The actual roll, held dice, scores and turn are saved. No second roll on the house.

    THE DICE HAVE SPOKEN

    WIPE YOUR RECORD?

    This clears only ROLL THAT SHIT statistics on this browser. Your current game continues but is excluded from the fresh record. New games will count. Other games are untouched.