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Dice Games: Compare Types, Rules and Uses of Rolls

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Last updated 2026-10-19 · Run by Qdan, Inc.

Compare how dice become combinations, points, claims or movement, and what you choose after rolling.

Check players, time and learning effort, then follow Play to try each game in your browser.

Three Games to Try First

  1. Hearts Dice

    Start by rolling once and following the result, with no dice to select.

  2. Shut the Box

    Choose visible numbers that add up to the dice total.

  3. Yacht

    Compare kept dice and empty scoring categories, including in solo play.

Choose What to Do After Rolling

Start with Hearts Dice to follow a roll and its result, Shut the Box to choose numbers matching a total, or Yacht to keep selected dice and reroll the rest. The other groups compare hidden claims and moving pieces.

How the games use dice10 games
The 10 featured games fall into 4 groups by how they use dice, with bar lengths showing each group’s share of the games.

Dice Game List: Compare Players, Rolls and Rules

Players, time and learning effort come from each game’s information; chance descriptions express its shared three-level luck rating. The thinking column gives examples of actions and decisions rather than a ranking of winning chances. Extra throws follow a specific result, while rerolls replace dice in the current result. Comparisons mainly describe BGJ defaults; general references may use different conventions, which you can check against each game’s rules and settings.

Players, time and what to expect10 games
Player range

1–8 players

Typical time range

8–20 min

Learning the rules
  • Quick to learn7 games
  • Learn step by step3 games
  • More to learn0 games
Role of luck
  • Mostly skill0 games
  • Luck and skill3 games
  • Mostly luck7 games

Player counts and times span the smallest to largest values in this group. Learning and luck describe each game, rather than a quality score.

For the 10 featured games, compare player and time ranges and the counts at each learning and luck level.
Dice Game List: Compare Players, Rolls and Rules
GamePlayers and timeRolls and rerollsHow results are usedRole of chanceWhat to think about
Chinchirorin2–8 players, About 10 minUp to three whole-hand throws; stop at a combination2–2–4 is a four-point hand against the bankerRolls have a large effectGame-point stakes and hand strength
Hearts Dice1–6 players, About 10 minSix dice once; no rerollsRead numbers as H–E–A–R–T–S and count the sequenceRolls have a large effectFollow the result and its letter sequence
Farkle2–4 players, About 20 minStart with six; keep rolling while scoring dice remainSet aside ones, fives and scoring combinationsRolls have a large effectBank the turn total or risk another roll
Shut the Box2–4 players, About 10 minUsually two dice; continue while possible; one die under conditionsA seven closes 7, or 3 and 4, for exampleRolls have a large effectLeave numbers that future rolls can close
Yacht1–6 players, About 15 minFive dice, up to three throws; keep selected diceBuild a combination and fill an unused categoryBoth rolls and choices matterWhich dice to keep and category to use
Liar's Dice2–6 players, About 12 minFive each by default; once per round, no bidding rerollsBid on matching faces across all dice, or challengeRolls have a large effectEstimate hidden dice from your own and the bids
Mäxchen (Mia)2–8 players, About 8 minRoll two once after accepting; no selected keepsRead a pair as a value such as 43 and raise the claimRolls have a large effectTrust the next claim or demand a reveal
Backgammon2 players, About 15 minTwo dice once per turn; no rerollsUse each die as a move; doubles give four movesBoth rolls and choices matterMove order and which checkers to advance
Ludo2–4 players, About 20 minOne die; extra throws on sixes or captures; third six ends turnMove one piece by the rolled numberRolls have a large effectLeave the nest, advance or use a safe space
Royal Game of Ur2 players, About 15 minFour tetrahedral dice; extra throw on a rosetteCount white tips, zero to four, as movementBoth rolls and choices matterReach a rosette or send an opponent back

Compare Combinations: Read the Result

Read the result as a ranked hand, letter sequence or scoring combination. For example, 2–2–4 in Chinchiro is a four-point hand from the unmatched die, rather than a total of eight.

Chinchirorin

Players
2–8 players
Time
About 10 min
Learning the Rules
Quick to learn

Compare your three-dice combination with the banker to increase your points. When two dice match, the remaining die determines the value. Roll again only while no combination has formed, up to three throws; you cannot keep selected dice. BGJ settings cover stakes in game points, multipliers and the banker’s rolling order.

Rolls and rerolls
Up to three whole-hand throws; stop at a combination
How results are used
2–2–4 is a four-point hand against the banker
Role of chance
Rolls have a large effect

BGJ rules [5]

Hearts Dice

Players
1–6 players
Time
About 10 min
Learning the Rules
Quick to learn

Earn points for an unbroken sequence starting with H and compare totals. Roll all six letter dice once, with no keeping or rerolling choices. Having H, E and A scores HEA; a missing letter ends the sequence. In BGJ’s default rules, three or more H results reset your total to zero, so even a lead can disappear.

Rolls and rerolls
Six dice once; no rerolls
How results are used
Read numbers as H–E–A–R–T–S and count the sequence
Role of chance
Rolls have a large effect

BGJ rules [6]

Choose Results: Keep Dice or Close Numbers

Choose scoring dice, kept dice or numbered tiles to change your score and future options. In Shut the Box, a total of seven could close 7 or tiles 3 and 4, leaving different choices for the next roll.

Farkle

Players
2–4 players
Time
About 20 min
Learning the Rules
Quick to learn

Set aside scoring dice, then choose whether to bank the points or roll the remainder. A single one is worth 100 points in BGJ, leaving other dice to build on it. A roll with no scoring dice loses the unbanked turn total. If every die scores, all six become available again, so deciding when to stop matters throughout a turn.

Rolls and rerolls
Start with six; keep rolling while scoring dice remain
How results are used
Set aside ones, fives and scoring combinations
Role of chance
Rolls have a large effect

BGJ rules [7]

Shut the Box

Players
2–4 players
Time
About 10 min
Learning the Rules
Quick to learn

Close numbered tiles matching the dice total and leave as small a sum as possible. A seven could close tile 7 or tiles 3 and 4, giving different options for later rolls. Continue until no matching set remains. In BGJ, closing 7, 8 and 9 allows a single die; closing every tile wins immediately. [1]

Rolls and rerolls
Usually two dice; continue while possible; one die under conditions
How results are used
A seven closes 7, or 3 and 4, for example
Role of chance
Rolls have a large effect

BGJ rules [8] [1]

Yacht

Players
1–6 players
Time
About 15 min
Learning the Rules
Quick to learn

Choose dice to keep and a scoring category to fill, aiming for the highest total. With three sixes, you might keep those and reroll the other two dice. Each turn allows up to three throws, then uses one empty category. A category cannot be reused, so compare the points available now with combinations you could aim for later.

Rolls and rerolls
Five dice, up to three throws; keep selected dice
How results are used
Build a combination and fill an unused category
Role of chance
Both rolls and choices matter

BGJ rules [9]

Challenge Claims: Judge Hidden Results

Raise claims about hidden results, then decide whether to continue or demand a reveal. In Liar’s Dice, “five threes” describes everyone’s dice, so your own roll gives only part of the evidence.

Liar's Dice

Players
2–6 players
Time
About 12 min
Learning the Rules
Learn step by step

Keep your dice by raising claims about everyone’s hidden results or challenging the last claim. “Five threes” refers to all players’ dice, not just yours. Each round starts with a roll; bidding does not allow rerolls. BGJ normally counts ones as wild, with an exception in a special one-die round, and a failed claim or challenge costs a die.

Rolls and rerolls
Five each by default; once per round, no bidding rerolls
How results are used
Bid on matching faces across all dice, or challenge
Role of chance
Rolls have a large effect

BGJ rules [10]

Mäxchen (Mia)

Players
2–8 players
Time
About 8 min
Learning the Rules
Quick to learn

Protect your lives by announcing a stronger hidden two-dice result and deciding whether to trust the previous call. A four and a three read as 43, with doubles and the strongest result, 21, ranked separately. Unlike Liar’s Dice, you judge one pair rather than everyone’s dice. In BGJ, believing a call means rolling your own pair for the next announcement.

Rolls and rerolls
Roll two once after accepting; no selected keeps
How results are used
Read a pair as a value such as 43 and raise the claim
Role of chance
Rolls have a large effect

BGJ rules [11]

Move Pieces: Turn Rolls into Movement

Use dice for movement and choose which pieces advance or in what order. A three and a five in Backgammon provide separate moves; follow Types of Sugoroku and How to Play at the end for comparisons with board and picture sugoroku.

Backgammon

Players
2 players
Time
About 15 min
Learning the Rules
Learn step by step

Use both dice to move your fifteen checkers toward bearing off. With a three and a five, move separate checkers or use one checker in two legal steps. Doubles provide four moves of the same value. There is no selective reroll: decisions concern move order, safe landing points and whether leaving a single checker exposes it to a hit. [2]

Rolls and rerolls
Two dice once per turn; no rerolls
How results are used
Use each die as a move; doubles give four moves
Role of chance
Both rolls and choices matter

BGJ rules [12] [2]

Ludo

Players
2–4 players
Time
About 20 min
Learning the Rules
Quick to learn

Choose a piece for the rolled number and race all four into the centre. One die determines movement; BGJ normally requires a six to leave the nest. Sixes and captures grant another throw, but you do not keep selected dice or replace a poor roll. Choose between advancing a piece, bringing another out and making use of safe spaces. [3]

Rolls and rerolls
One die; extra throws on sixes or captures; third six ends turn
How results are used
Move one piece by the rolled number
Role of chance
Rolls have a large effect

BGJ rules [13] [3]

Royal Game of Ur

Players
2 players
Time
About 15 min
Learning the Rules
Learn step by step

Choose a piece to move by the number of white tips and bring all seven off the board. Four tetrahedral dice produce a total from zero to four; two white tips mean moving one piece two spaces. BGJ gives another throw on a rosette and allows captures in the shared lane. This comparison describes the playable reconstruction, without claiming every detail was used in antiquity. [4]

Rolls and rerolls
Four tetrahedral dice; extra throw on a rosette
How results are used
Count white tips, zero to four, as movement
Role of chance
Both rolls and choices matter

BGJ rules [14] [4]

Frequently Asked Questions

Which dice games should I try first to learn the rules?

Choose Hearts Dice to follow a single roll and its result, Shut the Box to select numbers matching the total, or Yacht to choose kept dice and scoring categories. Each game card includes players, time, learning effort and links to its rules.

Are dice games decided only by chance?

Rolls matter, but the choices differ. Hearts Dice does not let you select results; Farkle asks when to stop, Yacht asks which dice and categories to use, and Backgammon asks which checkers to move and in what order. Compare these in the thinking column.

Can I reroll in every game?

Reroll rules differ. Chinchiro allows up to three whole-hand throws while no combination has formed; Yacht allows up to three throws with selected keeps; Farkle can continue while scoring dice can be set aside. A six in Ludo or a rosette in Ur grants an extra throw rather than replacing a bad roll.

How do these movement games compare with sugoroku?

This guide uses Backgammon, Ludo and the Royal Game of Ur to compare how rolls move chosen pieces. Follow Types of Sugoroku and How to Play at the end to compare board and picture sugoroku, their destinations and finishing rules.

Can I play alone or with a larger group?

Hearts Dice and Yacht support solo play. Chinchiro and Mäxchen support up to eight players. Check each game card and its rules for the available group sizes and settings.

Sources and How BGJ Plays

  1. James Masters (rules author) — The Rules of Shut the BoxPlay: dice totals, combinations of tiles and single-die conditions / Checked: ↩
  2. U.S. Backgammon Federation — Backgammon Basics: How To PlayChecker movement, separate dice, doubles and bearing off / Checked: ↩
  3. James Masters (rules author) — Rules and instructions for the games of LudoMovement, extra throws on sixes and finishing; BGJ captures and other conventions are documented separately / Checked: ↩
  4. J. Paul Getty Museum — Ancient Games: Information and RulesRoyal Game of Ur: movement, rosettes and extra throws in a playable modern ruleset, not proof of every ancient detail / Checked: ↩
  5. BoardGameJoin — ChinchirorinPublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  6. BoardGameJoin — Hearts DicePublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  7. BoardGameJoin — FarklePublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  8. BoardGameJoin — Shut the BoxPublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  9. BoardGameJoin — YachtPublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  10. BoardGameJoin — Liar's DicePublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  11. BoardGameJoin — Mäxchen (Mia)Published status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  12. BoardGameJoin — BackgammonPublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  13. BoardGameJoin — LudoPublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩
  14. BoardGameJoin — Royal Game of UrPublished status, supported languages, players, time, learning effort, dice use, actions and settings in the game’s meta.json rules / Checked: ↩

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