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Official Rules
Everything you need to play. Nothing you don't. Grab five dice, gather your friends, and get ready for a night you'll either remember or blame on the dice.
Five standard dice, at least two players, and something to drink. The scorekeeper app (free, no account needed) keeps track of scores so you don't have to.
Everyone starts at zero. There's no maximum player count — the more the merrier, and the messier the scoreboard.
On your turn, roll all five dice. You can roll up to three times per turn. After each roll, set aside dice you want to keep — your "kept dice" accumulate toward your score for that turn.
You must keep at least one die per roll. You can stop rolling whenever you want and bank your points. If you bust, you lose all points for that turn.
Example: You roll and get 4, 4, 2, 2, 1. You decide to keep the 4s and re-roll the rest. You get 4, 3, 2. Now you have 4, 4, 4 — that's a keeper. You can bank 12 or roll again.
You bust when you roll and get nothing useful — no valid combo, no direction, just sad dice. This means you bank zero points for the turn and your turn ends immediately.
When you bust, you drink. One sip minimum, extra sips if the table agrees.
There's no shame in busting. The game was designed for it to happen regularly. That's the point.
Three snakes — three 1s — on a single roll means everyone at the table drinks. Not a suggestion. A rule. The snakes demand tribute.
This applies whether you're keeping the snakes or re-rolling. If three 1s appear, the trigger is pulled. No exceptions, no debates.
Example: You're on your second roll with 4, 4, 1 already kept. You roll the remaining two dice and get 1, 1. That's three snakes total — you call it, everyone drinks.
Your score is the total of all kept dice. Sets of matching dice score their face value multiplied by the count (e.g., four 4s = 16 points). Single dice score their face value.
First player to reach 100 exactly wins. Roll over and you bust — zero points, turn ends, you drink. Some people play to a lower target. That's fine.
When someone hits 100, the game doesn't end immediately. Every other player gets one final turn to try to tie or beat the leader's score. This is the rebuttal round.
Everyone plays in order. If anyone ties or beats the leader, the leader gets another rebuttal turn. This continues until the leader holds the top score and all other players have had their single rebuttal chance.
After the rebuttal round, whoever has the lowest score takes a drink. No mercy, no exceptions.
You can also agree on additional drink triggers before you start: busted players drink, triple snakes means everyone drinks, leader changes trigger a round toast. Make it your own.
The game's real strategy is knowing when to bank your points. Keep rolling too long and you bust — losing everything and taking a drink. Bank too early and you'll never catch the leader.
The players who win aren't always the best rollers. They're the ones who know when to stop.
The scorekeeper tracks everything — scores, busts, snakes, drinks. You focus on playing.
Open Scorekeeper →