Theory

The one real decision

When you set the pace, every extra roll improves your own hand — but hands every opponent that many rolls too. Standing early caps the field; rolling on raises your score while loosening everyone.

There are diminishing returns: the jump from one roll to two helps a lot; the third rarely helps your hand (you're often already at four-of-a-kind) while giving the field a dangerous extra throw. Stopping at two is frequently the sweet spot.

Explore a hand

Tap a die to change it (right-click cycles down). See how standing vs. rolling on trades off as the field and your rolls change.

ChoiceOpp rollsYour avgWinNot beaten

Straightforward play (commit to your best set). The Trainer solves your optimal line — including abandoning a set to chase.

Break-even by table size

Lowest single-roll score worth standing on — where your odds beat a fair share (1/N). Computed exactly from all 7,776 rolls.

Rollers after youStrict winNot beaten

Rules of thumb

Pair or worse → roll. Four-of-a-kind → almost always stand.

Three-of-a-kind is the threshold at small tables; at big tables you need four-of-a-kind. The threshold rises with how many people roll after you.

No 1 means you haven't opened — you can't keep anything, so roll everything. And the wild 1s let you abandon a low set and chase a higher one: hold four 2s but need 55? Keep only the 1s and go for it.

📈 Interactive charts of these curves are coming.