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Five Dice

Opening the table…
Silver Game RoomFive Dice
You 0Round 1/14
Original scorecraft · no wagering

Build a card with intent.

Roll up to three times, hold what matters, then commit exactly one open category. The collection bonus rewards a strong run across all six face rows.

Mode

Face rows form a gallery: reach 50 for +10, or 70 for the top +24 collection bonus.

How to play

Dice strategy game

Hold with intent, protect scarce categories, and build a clever card.

  1. Roll five dice, then hold or release individual dice. You may roll the unheld dice up to three times.
  2. After any roll, choose exactly one unused row. The preview column shows what every legal choice scores right now.
  3. A complete card uses all fourteen original rows. Strong totals across the six face rows earn the optional collection bonus.
  4. Computer players evaluate legal holds and open rows only. They never inspect future rolls, replace dice, or change a result.
Controls

Five Dice controls

KeyboardTouchpad · touch · keyboard
Touchpad / mouseClick dice to hold or release them between rolls, then click a scorecard row to commit. Held dice are outlined, and the roll button reports how many rolls remain.
TouchTap dice to toggle a hold and tap a scorecard row to commit the turn. Rows show the score the current dice would earn, so you can compare options before choosing.
Rules and fair play

Fourteen categories, and every one must be filled

Five Dice is a five-die category game: roll up to three times per turn, holding any dice between rolls, then commit the result to one of fourteen scoring categories. Each category can be used once, so a strong run is as much about which box you spend a mediocre roll on as about the roll itself.

Typical session: 4–10 minutes.

This is a solo Table game with no rooms, live opponents, chat, or wagering. Saved progress and equipped cosmetics use the existing Table Game profile. No download is required. Read the safety and compatibility facts.

Choosing where to spend a roll

Three rolls, then a mandatory commitment

Each turn starts with all five dice rolled. You may re-roll up to twice more, holding any combination between rolls — including holding nothing, or holding everything and declining the rest of your rolls.

When the turn ends you must commit to a category that has not been used yet. There is no skipping. Fourteen categories means fourteen turns, and every one has to be filled before the game ends.

Six of the categories are face totals: Single Marks through Six Marks, each scoring the sum of the dice showing that face. The other eight are combination categories with their own formulas, several of which add a fixed bonus on top of the dice total.

Categories are a budget, not a menu

Because you must fill every category, the real decision each turn is which box to spend, not which box to chase. A poor roll always has to go somewhere, so the skill is keeping a cheap category in reserve to absorb it. Single Marks is the classic dump — a bad turn spent there costs you a handful of points, while the same turn spent on Five-Step costs you everything that category was worth.

Face categories reward the high faces disproportionately: three sixes scores eighteen while three ones scores three. That means the low face boxes are the natural dumping grounds and the high ones deserve genuine attempts.

Among the combinations, the sequences are the most fragile. Five-Step needs all five dice in an unbroken run and pays the dice total plus a large fixed bonus, so it is worth pursuing early while you still have re-rolls to spend and other boxes open as fallbacks. Attempting it on your last few turns, with nowhere safe to dump a miss, is how good games end badly.

What each combination pays

The combination categories mix dice totals with fixed bonuses, which changes how valuable a given roll is depending on where you put it. Two & Three and Five-Step both pay the dice total plus a bonus, so a high-value set is worth noticeably more in those boxes than a low-value one that satisfies the same pattern.

Combination categories and their formulas
CategoryRequirementScores
Twin CrestHighest matching pairTwice the paired face
TriadThree matching diceThree times that face
QuartetFour matching diceFour times that face
Two & ThreeA pair and a trioDice total plus 12
Four-StepFour in sequence22 plus the top step
Five-StepAll five in sequenceDice total plus 18
ConstellationAll five matching30 plus four per face
Open HandAnythingTotal of all five dice

Common mistakes

Every one of these is a way of running out of somewhere safe to put a bad roll.

  • Filling the low face categories early. They are your insurance against a wasted turn; spending them while things are going well leaves nothing to absorb a bad roll later.
  • Chasing Five-Step late. With few turns left and no cheap box in reserve, a missed sequence has to be written off somewhere expensive.
  • Using all three rolls out of habit. If the dice already make a good category, stopping protects it — a re-roll can only take the set apart.
  • Treating Open Hand as a dump. It scores the full dice total, so it rewards a genuinely high set and is wasted on a scattered low one.

What is different about this version

The scorecard previews what the current dice would score in every category before you commit, so choosing between two options is an informed comparison rather than mental arithmetic. Categories already used are shown filled rather than hidden, which keeps the remaining budget visible at all times.

The scoring function validates its input rather than trusting it: any hand that is not five dice each showing one through six scores zero rather than producing a nonsense value. Combination categories are checked against face counts computed fresh from the dice, so a category only pays when the pattern is genuinely present.

Common questions about Five Dice

How many rolls do I get per turn?

Up to three. The first is automatic and the next two are optional, with any combination of dice held between them. You can stop after the first or second roll if the dice already suit a category you want.

Can I skip a category?

No. Every turn must be committed to an unused category, and all fourteen must be filled. That is why keeping a cheap box in reserve to absorb a bad turn is the central skill.

Which category is hardest?

Constellation, which needs all five dice matching, is the rarest. Five-Step is the more common failure though, because players chase it late without a safe box left to absorb the miss.

Do the sequence categories care which numbers?

Four-Step pays 22 plus its top step, so a higher run pays more. Five-Step accepts either possible full run and pays the dice total plus 18, which makes the higher of the two runs worth slightly more.

Written by the Silverweb Games team from this game’s own implementation. Last reviewed July 31, 2026.

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