5 Roll

Controls

Mouse on a computer, touch on a phone or tablet. Some games also take the arrow keys or the letter keys, and the game will say so when it starts.

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Scan to open 5 Roll on your phone.

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Five dice, three rolls, and a scorecard with forty two boxes that all have to be filled before the game ends. Every one of them takes a number, and if the dice never cooperate, it takes a zero.

That last part is what people underestimate. 5 Roll is not really a game about rolling well. It is a game about where you put a bad roll, because you will get plenty of them and every one has to go somewhere.

The version here adds a wrinkle the classic dice game does not have: colour multipliers, which turn a good roll into a much better one and give you a reason to chase certain combinations you would otherwise skip.

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How to play 5 Roll

You roll all five dice, then decide which to keep and which to throw again.

  • Click a die to hold it, click again to release it.
  • You get a limited number of rolls per turn, and the dice you hold carry over between them.
  • When you are done, choose a box on the scorecard and enter your score there.
  • Each box can only be used once, for the whole game.
  • If nothing fits, you must still choose a box, and it takes a zero.
  • The game ends when all forty two boxes are filled.

The multiplier columns

Each row of the scorecard has columns for a 1x, 2x and 3x multiplier. Rolling five dice of the same colour is what unlocks the higher columns.

This changes the arithmetic of the whole game. A modest combination banked at 3x can be worth more than a strong one at 1x, which means the question is never simply what did I roll, but which column can I put it in.

Reading the scorecard

The right hand side lists every way to score. Read it properly once, at the start, rather than glancing at it each turn. Most of the bad decisions in dice games come from not knowing that a box exists until it is the last one left.

Tips and strategy

The zero is a decision, not an accident

Every game will produce turns where nothing fits. The skill is choosing which box eats the damage, and choosing it early rather than late.

Sacrifice a box that is hard to fill and worth little, and do it while you still have most of the card open. Players who protect every box end up with a zero in one of the high scoring rows, which costs far more.

Hold for the shape, not the number

The instinct is to keep whichever dice show the highest value. That is usually wrong.

Keep the dice that are already working together. Three of a kind is worth more than two high singles, because it is one die away from something and they are not. A pair of low dice pointing at a combination beats a lone six pointing at nothing.

Chase the multiplier when you are close

  • Two rolls left and four of a colour showing: chase it.
  • One roll left and three of a colour: usually not worth breaking a good combination for.
  • Never break a completed high value combination to reach for a multiplier. A sure thing at 1x beats a maybe at 3x.

Fill the awkward boxes early

The combinations that need specific dice are the ones you cannot summon on demand. Take them when they appear, even if the score is lower than you would like, because waiting for a better version of the same combination is how boxes end up empty.

The easy boxes are easy at any point in the game. That is exactly why they should be left for last.

Opening turns set the ceiling

The first third of the game decides how high your final score can go, and it does it quietly.

Fill the flexible boxes early and you arrive at the end with only rigid ones left, each demanding an exact combination that may never come. Fill the rigid ones when the dice offer them and the endgame becomes a series of choices rather than a series of zeros.

A practical way to think about it: after each turn, look at how many of your remaining boxes could accept the roll you just had. If that number is falling faster than the turns are, you are filling in the wrong order.

Where the luck actually sits

Luck decides which dice come up. It does not decide where you write the result, and that second part is most of the final score. Two players with identical rolls will finish thirty or forty points apart, and the whole gap is scorecard decisions.

If you like games where the randomness is real but the decisions matter more, Rummikub works the same way with tiles, and there is more in board.

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Frequently asked questions

How many dice do you roll in 5 Roll?

Five, with a limited number of rolls per turn. Between rolls you hold the dice you want to keep and throw the rest again.

What are the multiplier columns for?

Each scoring row has 1x, 2x and 3x columns. Rolling five dice of one colour unlocks the higher ones, so where you bank a score can matter more than the score itself.

What happens if my roll does not fit anywhere?

You still have to choose a box, and it takes a zero. Choosing which box eats that zero, early rather than late, is one of the main skills in the game.

How does the game end?

When all forty two boxes on the scorecard have a number in them, whether that number is a score or a zero.

Is 5 Roll just luck?

The dice are luck. Where you write the result is not, and that is where most of the difference between a low and a high score comes from.

Is it free?

Yes, free in the browser with no download and no account.

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