DICE

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Games you can play

Pig (Two-Dice) 2+ players · first to 100

On your turn, roll both dice as many times as you like, adding each roll to your turn total. Stop whenever you want to bank the total into your score.

Roll a single 1 and your turn ends with nothing banked. Roll double 1s (snake eyes) and your entire game score resets to zero.

Doubles other than 1s score double their value. First player to reach 100 points wins.

Craps (Street Rules) 2+ players · round-based

The shooter rolls both dice. On the first roll, 7 or 11 wins instantly; 2, 3, or 12 loses instantly ("craps").

Any other number becomes the shooter's "point." The shooter keeps rolling, trying to hit the point again before rolling a 7.

Hit the point and you win the round and roll again. Roll a 7 first and you lose, and the dice pass to the next player.

Shut the Box 1+ players · lowest score wins

Start with the numbers 1 through 9 "open" (write them down if you don't have a box). Roll both dice and close any open numbers that add up to your roll — a 9 can close the 9, or 4+5, or 1+2+6.

Keep rolling and closing numbers. When you can't make a valid combination from open numbers, your turn ends.

Your score is the sum of the numbers still open — lowest score wins. Close all nine and you've "shut the box" for an instant win.

Sevens Out 2+ players · first to 500

Roll both dice and add the total to your running score. Keep rolling for as long as you like.

Roll a 7 and your turn ends immediately — but you keep the points already gathered this turn. Doubles score double their face value.

First player to 500 points wins. The tension is in knowing a 7 is the most common roll with two dice.

Ship, Captain, and Crew 2+ players · two-dice house rules

You need a 6 (the ship), then a 5 (the captain), then a 4 (the crew) — in that strict order.

Roll the pair up to six times, banking the 6, 5, and 4 in order as they appear. You can bank two in one roll (a 6 and a 5 together) but never out of order.

Once you have all three, roll both dice one final time — that total is your "cargo." Highest cargo wins the round.

Bunco (Two-Dice Variant) 2+ players · six rounds

Play six rounds. In round one you're hunting 1s, in round two 2s, and so on up to 6s.

Roll both dice: score 1 point for each die matching the round number. Roll doubles of the round number for a "bunco" — 21 points. Keep rolling until a roll scores nothing.

Highest total after all six rounds wins.