Dice Rush
Score card
Dice Shop
Start with $40. All dice are in the loot pool; rarer dice appear more often later.
Roll up to three times. Tap dice to hold them. After the third roll, the roll button becomes Bank score. Score once per turn. In Pick your target mode you roll first, then click any unused scorecard row to bank there. In Forced mode (the default) the target automatically follows the scorecard order: Ones, Twos, Threes, and so on. If you roll a Yahtzee and the Yahtzee row is still open, forced mode will slam it into the Yahtzee slot automatically.
In forced mode, matching dice glow green for your current target. In pick mode, hover a score row to preview its target highlights. Each player has their own scorecard, cash, shop stock, and owned dice. Successful turns pay cash so you can buy more chaotic passive dice. Hitting your active target now multiplies only when the actual target is valid: four Ones scores 4 ร 4 = 16, a real Full House is 3+2 only, and two pairs never ignite Full House heat. Chance has no target multiplier. The roll shop under the heat meter can reroll one die, buy cash-to-score ranks, buy extra rolls, or upgrade owned dice; upgraded WOG becomes WOW, and upgraded 67 Dice can create an impossible 7. The upper bonus now needs 180 points and pays +75. Shop rerolls start at $5 each turn and get more expensive until the next turn. Roll-trigger dice like Pรธlse Power now save their bonus when the roll happens, so you can reroll and still keep that score for the category round. All dice are now in the starting loot pool. As the game gets deeper, rare and legendary dice become more likely to appear in the shop.
One more run?
Best scores from both single-player and multiplayer. In 2-player games, each player saves their own individual score here.
Music auto-loads from the mp3 folder when the browser can find it. You can also choose local MP3 files manually.