All you need is two standard six-sided dice.

To start, one player rolls as the Shooter. This role changes each round, but after rolling both dice as the come out roll, there are three possible outcomes:

- If the dice total is 7 or 11, it's called a "natural." Players who bet on the "Pass Line" win.
- If the total is 2, 3, or 12, it's called "craps." Players who bet on the "Don't Pass Line" win.
- If the total is 4, 5, 6, 8, 9, or 10, that number becomes the "point," and the round continues.

To start, you'll need five standard six-sided dice per player. And a set of cups or containers per player to hide the dice rolls.

Each player rolls all five dice. You can look at your dice.

Then, one player makes a bid on the total number of each other's dice showing a specific value. Like, "Mary has 2 dice showing 1's." The next player can raise the bid by increasing the quantity or changing the value. They can challenge the previous big by saying "Liar", which challenges all players to reveal their dice. This checks the bid.

If the bid is correct (i.e., there are at least as many dice showing the specified value as bid), the challenger loses one of their dice. If the bid is incorrect (there are fewer dice showing the specified value than bid), the player who made the incorrect bid loses one of their dice.

The player who loses a die from a challenge starts the next round. It's an advanced dice game built on a straightforward concept of bluffing your way through a game. It's excellent for socialites who love dice games because most of the fun is in the social strategy, not so much the dice rolling.

All you need are six dice and a score sheet or paper. To play:

- Roll all six dice.
- Set aside any scoring dice (see scoring combinations below).
- You can choose to set aside scoring dice and roll the remaining non-scoring dice again, or stop and score the points you've accumulated.

Farkle scoring works like this:

**1s:**Each 1 is worth 100 points.**5s:**Each 5 is worth 50 points.**Three of a Kind:**If you roll three or more dice showing the same number, you score 100 times the number (e.g., three 3s = 300 points).**Three Pairs:**Rolling three pairs (e.g., 2-2, 4-4, 6-6) is worth 1500 points.**Straight:**Rolling a 1-2-3-4-5-6 in a single roll is worth 1500 points.

Farkle is a very simple game, but the advanced part of it comes in the risks, point banking, and decision to roll or keep going. In fact, it's among the few advanced dice games you can play solo.

To play, you'll need a set of six dice.

The player's goal is to build their "ship," which consists of the following dice rolls:

**Ship (6):**You must roll a 6 to score points. If you roll a 6, they set it aside and continue rolling the remaining dice.**Captain (5):**The player must roll a 5. If you roll a 5, they set it aside along with the 6 and continue rolling the remaining dice.**Crew (4):**The player must roll a 4. If you roll a 4, they set it aside along with the 5 and 6 and continue rolling the remaining dice.

**Banking Points:**After scoring, you can optionally "bank" the points earned during that turn. Once points are banked, they cannot be lost, even if you fail to complete their ship on future turns.**Completing the Ship:**If the player successfully rolls and sets aside a 6, 5, 4, and scores with the remaining two dice, they have completed their ship. They can then choose to continue rolling the remaining dice to accumulate more points.**Failed Attempts:**If the player fails to roll a 6, 5, and 4 or to score with the remaining two dice, they receive no points for that turn, and their turn ends**Winning the Game:**The game typically continues with each player taking turns to roll the dice. The first person to reach a predetermined target score (usually 100 points) wins.

Best played with three or more players, your goal here is to roll specific scoring combinations with three dice:

**Automatic Win:**Rolling a 4-5-6 (known as "Cee-Lo") is an automatic win, and the shooter immediately wins the round.**1-2-3:**Rolling a 1-2-3 (known as "1-2-3" or "Ace-Deuce-Trey") is another strong combination. In some variations, it beats all other combinations except Cee-Lo.**Trips:**Rolling three of the same number (e.g., three 4s) is called "Trips" or "3 of a Kind." The value of the three matching numbers is compared to other players' rolls.**Point Value:**If none of the above combinations are rolled, the shooter's score is determined by the highest value among the three dice. For example, if the highest value rolled is a 5, the shooter's score is 5.

Challenges: Players who choose to challenge the shooter must roll the dice, and the player with the lowest value among the challenging players loses the round. In some variations, those tied players reroll if there's a tie for the lowest value.

Part of the fun here is the flexibility of Cee-Lo, with many house variations that alter scoring combinations, points, and rounds.

You can read all about how to play Bunco in detail, or, play anytime in your browser at PlayBunco.com. The best way to see what Bunco is all about is to play it!

Our online game is free, no account or login is required, and no downloads are required either. It's true to the original game but makes affordances for speed and how the dice game is played on a screen.

What makes Tenzi a fun dice game (and probably where its name comes from) is you'll need ten dice!

Each player starts with ten dice of the same color. If you have more than four players, divide into smaller groups with their dice sets.

Everyone rolls simultaneously intending to get all their dice to show the same number (e.g., all sixes, or whatever round you're on or agreed to) first.

While the basic game of Tenzi is simple, players can introduce many variations and additional rules to make the game more challenging or interesting. For example, some players may require that the winning player also rolls a "Tenzi!" with all ten dice showing a specific number (e.g., all sixes). You can also play with rule variations involving certain combinations, like getting all dice to show two different numbers.