Quick help
Dice strategy game
- Roll five dice, then hold or release individual dice. You may roll the unheld dice up to three times.
- After any roll, choose exactly one unused row. The preview column shows what every legal choice scores right now.
- A complete card uses all fourteen original rows. Strong totals across the six face rows earn the optional collection bonus.
- Computer players evaluate legal holds and open rows only. They never inspect future rolls, replace dice, or change a result.
Controls: Touchpad · touch · keyboard
How to play
Dice strategy game
Hold with intent, protect scarce categories, and build a clever card.
- Roll five dice, then hold or release individual dice. You may roll the unheld dice up to three times.
- After any roll, choose exactly one unused row. The preview column shows what every legal choice scores right now.
- A complete card uses all fourteen original rows. Strong totals across the six face rows earn the optional collection bonus.
- Computer players evaluate legal holds and open rows only. They never inspect future rolls, replace dice, or change a result.
Controls
Five Dice controls
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.
| Category | Requirement | Scores |
|---|---|---|
| Twin Crest | Highest matching pair | Twice the paired face |
| Triad | Three matching dice | Three times that face |
| Quartet | Four matching dice | Four times that face |
| Two & Three | A pair and a trio | Dice total plus 12 |
| Four-Step | Four in sequence | 22 plus the top step |
| Five-Step | All five in sequence | Dice total plus 18 |
| Constellation | All five matching | 30 plus four per face |
| Open Hand | Anything | Total 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.
Run complete
What next?
You opened a private challenge. No player or recipient identity is attached.