Flick across the dice — a gentle flick throws soft, a fast one throws hard. The button throws a steady mid roll.
Games you can play
Pig (Two-Dice)
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)
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
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
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
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)
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.
Your record
- Bankroll
- —
- Net winnings
- —
- Wagered
- —
- Games played
- 0
- Rolls
- 0
- Total pips
- 0
- Doubles
- 0
- Snake eyes
- 0
- Best roll
- —
Recent rolls
- No rolls saved yet.
Your luck
Two dice average 7.00 over time. Luck here is only your real rolls measured against that, and small samples lie — so the counts are always shown, and no verdict appears until one strength has 20+ rolls.
Playing as a guest — you get $1,000 in play money for this visit, but it is gone when you leave, your rolls are not saved, and guests never appear on The Charts.
Online accounts and Table Talk are not switched on in this build yet — the dice work fine offline.
Rooms
Multiplayer tables. The host picks the game when the room is created — everybody at the table watches every roll land.
Sign in and claim a username to sit at a room table.
Open tables
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Room
Room code — share it, or use the link and code below.
At the table
Round results
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Room talk
Voice notes are deleted after 24 hours.
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The Charts
Ranked by net winnings — total won minus total lost, all time. Every dollar here is virtual play money, never real money.
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Only signed-in players chart. Guests play with visit money that resets when they leave.
Table Talk
One table for everybody playing. Be decent.
Voice notes are deleted after 24 hours.
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Invite players
Sign in and claim a username to get your personal invite link.