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Dice & wheel / CLUB FORMAT 28Easy

Poker Dice

Roll five dice into the strongest matching hand.

2 challengersOne agreed matchHonor based
DEFAULT TERMS · 50% share · Loser’s next 25 dials · 5 points before winner’s dial 25. Agree on any changes and a session end before play. Use the sheet ↗

How to play

  1. 01

    Each challenger rolls five ordinary dice and may reroll any dice up to twice, for a maximum of three rolls.

  2. 02

    Keep chosen dice between rolls. Once a challenger stops, their turn is final. Both receive the same maximum turns.

  3. 03

    Club rank order: five of a kind, four of a kind, full house, straight, three of a kind, two pair, pair, high dice. Only 1-2-3-4-5 and 2-3-4-5-6 are straights.

  4. 04

    Break ties by matched face value, then remaining dice high to low; six-high straight beats five-high. There are no suits or flushes.

🏆 WHO WINS

Higher hand under this exact club ranking wins.

🤝 TIES & PUSHES

Identical final hands push; both take a new full turn.

AFTER THE GAME

Cards down. Phones up.

The winner proposes the agreed collaboration share on the loser’s first qualifying prospect. Both call counters start at zero. The loser can cancel the proposed split by completing the agreed redemption challenge before its cutoff. The actual work and contribution still determine earned credit.

Read the challenge and redemption rules ↗
Underlying game reference: Read the standard-game reference ↗. This club guide defines its own simplified format; the reference does not endorse the club.