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.
| Choice | Opp rolls | Your avg | Win | Not 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 you | Strict win | Not 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.