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Game play
The game begins with a player rolling a die, and earning points for each roll that is not a 1. The player scores any roll between 2 and 6. After every roll, each player has two options: 1) risk the points accrued in that round by continuing to roll in hopes of amassing more points, or 2) score the points he has earned and pass the dice to the next player. If a player rolls a 1, he loses all the points compiled in the round and passes the dice to the next player. Point totals are carried over round by round.

For example, Phoebe begins with a roll of 4. She may hold and score 4 points, but chooses to roll again and hits a 3. She could hold again for a total of 7 points, but she rolls again and lands a 1, ending her turn with no score. The next player, Gary, rolls the series 2-6-3-3-5, after which he decides to hold on to his points, and adds a total of 19 to his score.

Players can add to their point total by continuing to roll 2 to 6, but if they roll a 1, they lose all their points. The first player to reach 100 points is the winner.

In a variation of Pig, players can opt to play with two dice instead of one. In this case, the following rules apply:


  • If neither of the two dice rolled is a 1, their sum is added to the turn total.

  • If either of the two rolled is a 1, the player scores nothing and the turn ends.

  • If two 1s are rolled, the player loses his entire score, and the turn ends.



Street Craps

  • As soon as the dice have left the shooter's hand, all betting must stop. This first roll is called the "Come Out" roll.

  • Read the dice. If the roll is 7 or 11, all Pass bets automatically win. If the result is 2, 3 or 12 (known as "craps"), all Don't Pass bets automatically win. If the result is neither, check the result on the dice. This is the "Point."

  • Roll the dice again. The goal is now to see whether the shooter rolls the Point again before rolling a 7. If they do, Pass bets win; if not, Don't Pass bets win. For instance, if the result on the Come Out roll was a 9, Pass bets win if the shooter rolls a 9 again. If it's a 7, Don't Pass bets win. If neither result comes up, the shooter rolls again until one of them does.





The object of Yardzee is to obtain the highest score from throwing 5 dice. The game consists of 13 rounds. In each round, you roll the dice and then score the roll in one of 13 categories. You must score once in each category .Click here for Wikipedia page






Farkle is played by two or more players, with each player in succession having a turn at throwing the dice. Each player's turn results in a score, and the scores for each player accumulate to some winning total (usually 10,000).


  • At the beginning of each turn, the player throws all the dice at once.
  • After each throw, one or more scoring dice must be set aside (see sections on scoring below).
  • The player may then either end their turn and bank the score accumulated so far, or continue to throw the remaining dice.
  • If the player has scored all six dice, they have "hot dice" and may continue their turn with a new throw of all six dice, adding to the score they have already accumulated. There is no limit to the number of "hot dice" a player may roll in one turn.
  • If none of the dice score in any given throw, the player has "farkled" and all points for that turn are lost.
  • At the end of the player's turn, the dice are handed to the next player in succession (usually in clockwise rotation), and they have their turn.

Once a player has achieved a winning point total, each other player has one last turn to score enough points to surpass that high-score.

Click here for Wikipedia page