Guide

Five dice games worth learning.

Last updated: August 24, 2026

All you need for any of these is a handful of dice — or the dice roller if you don't have any within reach. Each one rewards a different kind of decision, from pure luck to genuine push-your-luck strategy.

Yahtzee — build the best 13-round scorecard

Five dice, up to three rolls per turn (re-rolling any subset between rolls), and thirteen scoring categories to fill across the game — things like three-of-a-kind, a full house, a small or large straight, and the namesake Yahtzee (five of a kind).

Roll 5d6 on the roller to simulate any turn.

Farkle — push your luck or bank your points

Six dice, rolled together each turn. Certain combinations score points (single 1s = 100, single 5s = 50, three-of-a-kind = the number ×100, except three 1s = 1000); after each roll you set aside at least one scoring die and can choose to re-roll the rest for more, or bank your turn's total and pass the dice.

Roll 6d6 on the roller and tally scoring combinations by hand to play.

Bunco — loud, social, and pure chance

Bunco trades strategy for pace: it's a party game built for large groups rotating between tables, using three dice per turn.

Bunco has effectively no decision-making — it's a social pacing game, not a strategy one, which is exactly why it works for mixed-skill groups. Roll 3d6 on the roller to play a round.

Pig — the simplest push-your-luck game that still teaches probability

One die, one simple rule, and a surprising amount of decision-making depth for how little there is to it.

Because a 1 has exactly a 1-in-6 chance on every roll, the math behind "should I roll again?" is genuinely calculable — the well-known optimal strategy is to hold once your turn total reaches around 20, since the expected value of one more roll turns negative past that point. It's a favorite in classrooms for exactly this reason. Roll 1d6 on the roller to play.

Liar's Dice — bluffing, not arithmetic

Every player rolls a set of dice (traditionally five) hidden under a cup, and the game is played entirely through claims about the combined table, not visible results.

Unlike the other four games here, Liar's Dice rewards reading people as much as reading probabilities — knowing the rough odds of a bid being true (based on how many total dice are in play) helps, but so does knowing whether the player across from you bluffs often. Roll 5d6 privately on the roller for each player's hidden hand.

Picking one for tonight

For a quick, no-strategy icebreaker with a big group, Bunco is hard to beat. For genuine push-your-luck decision-making, Farkle and Pig both hold up — Pig if you want something teachable in two minutes, Farkle if you want more depth per turn. Yahtzee remains the standard for a longer, scorecard-driven session, and Liar's Dice is the one to reach for when the table wants bluffing over math.