6 dice
Farkle rules
Set aside the scoring dice, then decide whether to bank or push. The full scoring table plus the variants groups argue over.
Most dice games fall into four types. Push-your-luck games like Farkle ask you when to stop rolling. Category games like Yahtzee ask you where to spend a roll. Bluffing games like Liar’s Dice put the other players in your way. And pure-chance games like Bunco and LCR ask nothing at all, which is the point.
| Game | Dice | Type |
|---|---|---|
| Farkle | 6 | Push your luck |
| Yahtzee | 5 | Fill categories |
| Bunco | 3 | Pure chance, social |
| Shut the Box | 2 | Light strategy, solo or turns |
| Liar’s Dice | 5 per player | Bluffing |
| LCR | 3 | Pure chance, fast |
Farkle is the one to learn first. You roll six dice, set aside anything that scores, and then choose: bank what you’ve got, or reroll the leftovers for more. Roll nothing scoring and you Farkle, losing everything from that turn. Single 1s score 100 and single 5s score 50, so there’s almost always a reason to be greedy. Farkle’s scoring table is where the variants live, and groups argue about them.
Ship, Captain, and Crew runs on the same nerve. Five dice, three rolls, and you need a 6, then a 5, then a 4 in that order before the last two dice count as cargo.
Craps is push-your-luck with money attached. Two dice, and the whole game orbits the 7, which comes up 16.67% of the time.
Yahtzee gives you five dice and three rolls per turn, keeping whichever dice you like between rolls. Thirteen categories, each usable once, and the tension is deciding when to write a bad score into a category you were saving. Hit 63 or more in the upper section and you get a bonus. Five matching dice is a Yahtzee, worth 50. The full Yahtzee scorecard covers the lower section, which is where games are won.
Shut the Box is quieter and older. Nine numbered tiles, two dice, and you close tiles matching your total until you can’t. Choosing between closing a 9 or closing a 4 and a 5 is a real decision, and Shut the Box strategy is mostly about keeping small tiles available.
Liar’s Dice is the only one on this list where you’re playing people rather than dice. Everyone rolls five dice under a cup, then players bid on how many of a face they think are showing across the whole table. Raise the bid or call the last player a liar. Liar’s Dice rules are simple; reading a table takes longer.
Then the two games with no decisions in them at all. Bunco runs six rounds with three dice, chasing the round’s number, and it exists so twelve people can talk while they play. LCR gives everyone three chips, and the dice tell you to pass left, pass right, or drop one in the pot. Both are over quickly and neither rewards thinking, which is exactly why they work at parties.
Full rules for each game sit below, with scoring tables and the variants worth knowing. All of them can be played here if the dice bag has gone missing.
LCR. Hand everyone three chips, roll, and follow what the dice say. There are no decisions to explain and a game takes a few minutes. Shut the Box is the easiest one that still has choices in it, and it only needs two dice and a board.
Bunco. It’s built for twelve players at three tables and the whole structure is rotation, so nobody sits out. LCR scales well too and works with any number above three, though it slows down as the table gets very large.
Liar’s Dice works well head to head, since bluffing gets sharper with fewer players. Farkle and Yahtzee are both fine for two. Shut the Box was originally a pub game played by one person at a time with others waiting their turn.
Six covers nearly everything. Farkle needs exactly six, Yahtzee and Ship, Captain, and Crew need five, Bunco and LCR need three, and Shut the Box needs two. Liar’s Dice is the exception, needing five dice for every player.
6 dice
Set aside the scoring dice, then decide whether to bank or push. The full scoring table plus the variants groups argue over.
5 dice
All thirteen scorecard boxes, the 63-point upper bonus, the second-Yahtzee bonus, and the Joker rule.
3 dice
Twelve players, three tables, six rounds a set. Scoring, the head-table bell, and how the rotation actually works.
2 dice
Close tiles matching your total until nothing fits. Covers the 9-tile and 12-tile boards and the one-die switch.
5 dice each
Bid on what is hidden under everyone else's cup. Wild ones, calling a liar, and the Palifico rule from Perudo.
3 dice
Three chips each, pass left, pass right, or feed the pot. No decisions, which is the whole appeal.
No dice bag on hand? Both rollers below run in the browser and work on a phone passed around the table.
Tool
Five dice with hold, three rolls a turn, and a readout of what your dice would score in every box.
Tool
Two dice by default with one-tap presets for Monopoly, Catan, Backgammon, and Farkle.