Game Rules
Throttle & Roll
How to Play
High Five
5 dice · 2 or more players · a turn takes about a minute
The goal
Fill every box on your scoresheet with the best score you can. Highest total when everyone is done wins.
On your turn
- Roll all five dice.
- Set aside any dice you want to keep and re-roll the rest.
- You get up to three rolls in total. You can stop early if you like what you have.
- Choose one open box and score the roll there. Every box is used once, so each player takes 13 turns.
- If nothing fits, you have to take a zero in a box of your choice. Pick the one you were least likely to fill.
Upper section
Aces through Sixes score the total of only the dice showing that number. Three fours, for example, scores 12 in the Fours box.
Upper bonus: if your six upper boxes add up to 63 or more (three of each number), you earn 35 bonus points. The scorer adds it for you.
Lower section
| Box | What you need | Score |
|---|---|---|
| 3 of a Kind | Three dice showing the same number | Total of all five dice |
| 4 of a Kind | Four dice showing the same number | Total of all five dice |
| Full House | Three of one number and two of another | 25 |
| Small Straight | Four in a row (like 2-3-4-5) | 30 |
| Large Straight | Five in a row (1-2-3-4-5 or 2-3-4-5-6) | 40 |
| Five of a Kind | All five dice the same | 50 |
| Chance | Anything at all | Total of all five dice |
Extra Five of a Kind
If you roll another five of a kind after you have already scored 50 in that box, take 100 bonus points and score the roll in any open box as well. Add one to the count on the scorer each time it happens.
Ending the game
The game ends when every player has filled all 13 boxes. Highest total wins, and a tie is a shared win.
Six Shooter
6 dice · 2 or more players · push your luck
The goal
Bank the most points over an agreed number of rounds. Ten rounds makes a good game.
On your turn
- Roll all six dice.
- Set aside at least one scoring die or combination from the table below.
- Re-roll the dice you have left to add more, or stop and bank what you have.
- If you ever roll and nothing scores, that is a Farkle. You lose everything from that turn and take the Farkle penalty.
- If all six dice score, you have hot dice: pick them all up and keep rolling with a fresh set of six.
What scores
| Combination | Score |
|---|---|
| Each rolling One | 100 |
| Each rolling Five | 50 |
| Trips (three of a kind) | Ones: 1,000 · any other number: 100 × the number |
| Quads (four of a kind) | 1,000 |
| Quints (five of a kind) | 2,000 |
| Six of a Kind | 3,000 |
| Straight (1-2-3-4-5-6) | 1,500 |
| Three Pairs | 1,500 |
Farkle penalty
Agree on the penalty before you start. 500 points per Farkle is a good house rule.
Using the scorer
Works on a phone, no signup
- Pick High Five or Six Shooter at the top.
- Tap + Player to add a player. Use Rename to give them a name, and Remove to take one out.
- Tap a name in the scoreboard or in the player tabs to switch whose sheet you are filling in.
- Type each score into its box. Totals and the scoreboard update as you go, and the current leader is highlighted.
- Scores are saved on your device, so you can close the page and come back to the game.
- Reset sheet clears the current player’s sheet for the current game. Share via QR shows a code that opens the scorer on another phone.
