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How to play · Rules

How to play Dice

A complete guide to poker dice: the goal, a player's turn, five dice and up to three rolls, holding, 15 categories, combinations and the upper-section bonus, controls on muta.pro and tips for beginners. Read it and start rolling right away.

In short

Goal
Score more than your opponent
Players
2
Game
15 rounds · 10–15 min
Difficulty
Easy
Dice
5 · up to 3 rolls

Goal of the game

Dice (poker dice) is a game of luck and calculation with five dice. Your job is to score more points than your opponent over 15 rounds. Each turn you roll the dice, build combinations and record the result on your scorecard of 15 categories. It all comes down to balance: gamble for a costly five of a kind or straight, or safely close the upper section for the bonus. Once both scorecards are filled, the player with the higher final total wins.

🎲 All combinations and points (three of a kind, full house, straights, Yahtzee) — in the blog table: Dice poker (Yahtzee): all combinations and how many points — table.

A player's turn

Players take turns one at a time. On your turn you roll five dice and may make up to three rolls. After the first and second rolls you may hold any lucky dice and re-roll the rest — that is how you build the set you need step by step. After the third roll (or earlier, if you are happy with the result) you record the outcome in one of the free categories on your scorecard. Each category can be filled only once per game, so over 15 rounds every row gets filled.

The upper section and bonus

The upper section is six categories: ones, twos, threes, fours, fives and sixes. Each one records the sum of only those dice showing the matching face: for example, three fives in the "Fives" row score 15 points. If the upper section totals 63 points or more, you get a +35 point bonus. That is exactly why experienced players try to close the upper rows with at least three matching dice — it's a reliable path to the bonus.

Combinations

Pair and two pairs

A pair is the sum of two matching dice, two pairs is the sum of both pairs. Handy categories to keep from "burning" on an unlucky turn.

Three of a kind and four of a kind

Three of a kind (three matching) and four of a kind (four matching) score the sum of all five dice on the table, not just the matching ones.

Full house, straights, five of a kind

A full house (3+2) is a fixed 25 points, a small straight (1-2-3-4-5) is 30, a large straight (2-3-4-5-6) is 40, and five of a kind is 50 points.

Chance

"Chance" is simply the sum of all five dice, no conditions. A good row for recording at least something when no combination came together.

What it looks like: example combinations

Five dice after a roll. The gold dice are the ones you have held (you keep them and re-roll the rest). Below each set are the points it scores.

18Four of a kind · sum of all dice
Four of a kind. Four fours are held; the last die can be re-rolled, hoping to round out a fifth four for five of a kind.
40Large straight · 2-3-4-5-6
Large straight. Five in a row from two to six — a fixed 40 points, regardless of the sum.
25Full house · 3 + 2
Full house. Three fives and a pair of twos — always exactly 25 points, whatever the dice show.
50Five of a kind · 5 matching
Five of a kind. Five sixes — the top combination, exactly 50 points. Plus 30 points in the "Sixes" row of the upper section.

When no combination came up

Sometimes after three rolls the set you need just won't come together. In that case the result still has to be recorded somewhere — and it makes sense to "dump" a zero in the least valuable row, for example in "Ones" or in that same five of a kind, if there is no longer any chance for it.

The whole point of the game is in these decisions. Record a costly combination early and you gain a big lead, but you risk being left later with no turn to fill it. Hold a category for five of a kind and you might land 50 points — or be forced to zero it out at the end of the game. Every round is a little puzzle of luck and calculation.

Controls on muta.pro

🎲
Roll
Press the "Roll" button — all unheld dice are re-rolled. Up to three rolls are available per turn.
📌
Holding dice
Click a die to keep it on the table, and click it again to send it back into the re-roll. This is how you build the combination you need.
📋
Category table
On the right is a table of 15 rows. Hover over a free category to see the points, and click to record the result.
🏳
Resign and rematch
Nearby are the "Resign" and "Rematch" buttons, the current score of both players and a chat with your opponent.

Tips for beginners

Stick with the bonus

Try to close the upper section with three matching dice each: 63 points and the +35 bonus often decide the whole game.

Don't be greedy for five of a kind

Holding a row for five of a kind until the end is risky. If it isn't coming together after two rolls, it's wiser to record a costly four of a kind or full house.

Hold wisely

Keep the dice that lead to several combinations at once — for example, 3-4-5 works both for a straight and for the upper section.

Where to dump a zero

When a turn goes badly, zero out the least valuable row — usually "Ones" or an already hopeless five of a kind, not "Chance".

The math of the rolls: what you can really count on

Dice is a game of luck, but that luck can be counted. Understanding the probabilities turns the intuitive "let me keep these dice" into a deliberate decision. Below are the reference numbers worth keeping in your head at the table.

5
5
5
2
6
?

We hold three fives (gold) and re-roll two: the chance of rounding out at least one more five over two rolls is about 70%.

One needed die from a re-roll

The chance of rolling a specific face on one die is 1/6 (≈17%). Over two re-rolls of the same die, the chance of hitting at least once rises to about 30%.

Fourth to a three of a kind — nearly certain

If you hold three matching dice and re-roll two, the chance of getting at least a fourth copy over two rolls is about 70%. That is why three of a kind so often grows into four of a kind.

Five of a kind from scratch — rare

Collecting five matching dice over three rolls from a clean table works out in about 4.6% of cases. Don't count on five of a kind as plan A — it's a bonus, not a strategy.

A straight rides on the "gap"

An open straight (missing an end, e.g. 3-4-5-6 waiting on a 2 or a 7 — and there's no seven, so it's the 2) fills more easily than an inside gap 2-3-_-5-6, which needs exactly a four.

What to keep after the first roll

The key decision of a turn is not where to record, but what to hold. The right set of held dice determines which combinations are even reachable over the remaining rolls. The general principle: keep the dice that lead to several goals at once.

3
4
5
1
1

3-4-5 is a golden base: it works for the small straight, for the large one, and partly for the upper section.

Keep "bridges" to a straight

A run of three or four in a row is worth more than a pair of the same face: it opens up both the small (30) and the large (40) straight at once.

Pair vs. single

Never keep a single die "just because". A lone six is useful only if you are aiming for the upper section with sixes specifically.

Count the rows still open

Closer to the end of the game, hold for the categories that are still empty. A pretty full house is useless if the row for it is already taken.

Variance and risk management

In a 15-round game, what matters is not a single lucky roll but the sum of your decisions. Variance is the spread between "could have been" and "turned out". A skilled player manages it deliberately: takes risks when behind, and plays safe when ahead.

Behind — raise the variance

If your opponent is ahead, a safe 20–25 points won't save you. Keep the rows for five of a kind and the large straight open until the end: only a big score brings you back into the game.

Ahead — lower the variance

With a lead, close the guaranteed categories (chance, two pairs, three of a kind) on any decent set. You don't need risk — you need consistency.

The +35 bonus is worth the risk

Plus 35 points for 63 in the upper section is almost a whole large straight for free. It makes sense to spend the early rounds building the upper rows with a cushion.

4
4
4
=
12
+

Three fours in the "Fours" row score 12 — 4 above the norm (8), a direct contribution to the 63 threshold and the bonus.

Myths and common mistakes

There is a lot of "folk wisdom" around dice that actually costs points. Let's break down what most often trips up beginners — no magic, no "lucky" dice.

Myth: a die is "due"

If a five hasn't come up for five rolls in a row, its chance on the sixth is still 1/6. Dice don't remember the past — don't chase a "debt".

Mistake: zeroing out "Chance"

"Chance" is a guaranteed sum of all the dice, often 20+ points. Zero it out last — better to zero the ones or a hopeless five of a kind.

Mistake: three of a kind instead of four

Recording a good set in "Three of a kind" costs you the four-of-a-kind row. If four matching came up, almost always write them into four of a kind — the same points, but a more valuable row.

  1. Don't re-roll everything after the first roll — there is almost always something worth keeping.
  2. Don't put off closing the upper section: by the finish there may be no suitable rolls left for it.
  3. Don't confuse fixed combinations (full house, straights) with sum-based ones — their points don't depend on the face of the dice.

Frequently asked questions

How many dice are in the game?
Five dice. On your turn you roll all five and may re-roll them up to three times, holding the lucky ones, to build the combination you need.
How many times can you roll per turn?
Up to three times. After the first and second rolls you can keep any dice and re-roll the rest, and after the third the result must be recorded in one of the categories.
Three fives are held (gold), two dice go back into the re-roll.
What is the upper-section bonus?
The upper section (ones–sixes) counts the sum of the dice of the matching face. If you score 63 points or more there, an extra +35 point bonus is added.
How many points do the combinations score?
A full house is 25 points, a small straight 30, a large straight 40, five of a kind 50. Three of a kind, four of a kind, "chance", a pair and two pairs score the sum of the relevant dice.
Who wins?
A game lasts 15 rounds, until both scorecards are filled. The winner is the player with the higher final total, including the upper-section bonus.
What are the odds of getting five of a kind in one turn?
About 4.6% if you roll all five dice and hold wisely across three rolls. With three of a kind already in hand, the chances of reaching five of a kind are much higher, but still slim — around 5–6% over the remaining two re-rolls.
What is better to keep: a pair or three consecutive dice?
Usually three in a row (for example 3-4-5), because they open up both the small and large straight at once, plus part of the upper section. Keep a pair only if you are aiming for three of a kind, four of a kind or a specific upper row.
Does a die remember previous rolls?
No. Every roll is independent; the probability of any face is always 1/6. The idea that a die "owes" you a six after a bad streak is a player's fallacy, not a real pattern.
Is it worth the risk for the +35 bonus?
Usually yes. The 63-point threshold is reached if you close the upper rows with three matching dice on average. A couple of extra dice above the norm in the early rounds build a cushion, and the +35 bonus often decides the game.
Where do you record a hopeless turn?
In the least valuable row still free — usually "Ones" or an already unreachable five of a kind. Zero out "Chance" last: it almost always brings at least 15–20 points as the sum of the dice.
How do you play if you are far behind on points?
Raise the risk: keep the rows for five of a kind and the large straight open until the end of the game and don't fill them with safe small sets. When the gap is large, only a big combination can bring back a chance to win.
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