Five DiceArcade edition · Release 41
FIVE DICE. BIG ENERGY.

Roll bold.
Chase the chaos.

Stack combos, chase your best, and outroll your friends.

1–4 PLAYERS13 ROUNDSONE EPIC FINISH
HOST A GAME

Open your table

Invite friends with a room code. Computers fill any empty seats when you start.

HAVE AN INVITATION?

Join your friends

Use the code your host shared. Everyone plays on their own phone or computer.

How to play Five Dice

Each player takes one turn per round. A Skill Roll table lets you choose one unheld die and the face you need. Press Space or tap Start power meter, then stop inside the bright target band. A perfect hit gives that die a 50% chance of the chosen face; a good hit gives 33%; outside the band it remains the usual 1 in 6. The other dice stay fair. The target band moves each roll. Classic tables also offer the power meter for animation speed and length, but all their dice stay fair. Use the one-click control below the roll button if you prefer to skip the meter. Roll up to three times, tapping dice in the roll zone to pull them out and keep them between rolls. Tap a kept die below the zone to return it for another roll. Choose an unused category to finish your turn. After everyone fills all 13 categories, the highest score wins. Ties share the win.

One Blitz through Six Storm score dice showing that number. Triple Strike or Quad Blast scores the sum of all dice. Combo Crown (a triple plus a pair) scores 25; Four-Step Dash scores 30; Five-Step Flash scores 40. Fivefold Fury (five matching dice) scores 50. Wild Roll scores the sum. A combo that does not qualify scores zero.

Earn a 35-point Number Rush bonus by reaching 63 across the six number categories. Additional Fivefold Furies earn 100 points when Fivefold Fury already has 50. Once that category is filled, even with zero, Fury Overflow applies: score the matching Number Rush category if open; otherwise an open Combo Chaos category (Combo Crown and the two runs receive their fixed score). If Combo Chaos is full, take zero in an open Number Rush category.

Invite people before the host starts. Computers fill the remaining seats and take turns automatically. Refreshing reconnects you to your seat in the same browser. If you leave during a game, a computer takes over. When the host leaves, another human becomes host. Computer difficulty changes their decision-making. Computers roll fair dice; the timing bonus applies only when a human uses Skill Roll.

YOUR NEXT MOVE