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Feral Worlds
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Hoard

Pile it up. Know when to bank.

A push-your-luck dice game for as many players as want to sit down. Roll six dice, keep what scores, and decide whether to bank your hoard or risk it all on another throw. Here is everything you need to know before you sit down.

  • Free practice
  • No sign-up
  • Play in your browser

Join a Game Room

Hoard

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Players
2 or more
You need
Six dice
Style
Push your luck
Goal
First to 5,000

What is Hoard?

Roll. Keep. Bank or bust.

On your turn you roll six dice and must keep at least one that scores: a 1, a 5, or part of a set. You can then bank your turn total, or roll the dice you have left to add more.

Throw a roll with nothing that scores and you bust: the whole turn is lost. Score all six dice and you get them all back to roll again. The first player to bank 5,000 wins.

The practice table

Try it

Learn it with the dice in your hand.

Race to the target by yourself, with our Classic rules. Tap the dice you want to keep, then bank or roll, and the coach shows the odds behind each choice.

  • A guided start walks you through your first turns.
  • The odds panel shows your chance to bust and what another roll is worth.
  • No account, no host, nothing saved.
Scoring chart
What you keepPoints
A single 1100
A single 550
Three of a number (three 1s = 1,000)Number × 100
Four, five, six of a kindDouble each time
A straight, 1 to 61,200
Three pairs, or four of a kind and a pair800
Two triplets1,500
Your turnRoll all six dice

This turn

0

Your dice

You0
Banked (not on the board yet)

Turn 1Need 300 to get on the boardTarget 1,500

Turn 1. Roll all six dice.

You need 300 in a single turn to get on the board.

Quick rules
  • Roll six dice. Keep at least one scoring die from every throw.
  • Single 1 = 100, single 5 = 50. Three of a number = that number × 100, except three 1s = 1,000.
  • Four, five, and six of a kind double the score each time.
  • Straight (1–6) = 1,200. Three pairs, or four of a kind with a pair = 800. Two triplets = 1,500.
  • Bank your turn total, or roll the dice you have left. A throw with nothing that scores is a bust, and the turn is lost.
  • All six dice scored? Hot Dice: roll all six again.
  • Your first bank must be at least 300 in one turn.

Glossary ↓Printable rules card →

Found a bug, or a rule that feels off?Tell us in our Discord →

A little history

A game with a hundred names.

Dice games where you keep scoring dice and push your luck go back centuries, and turn up under dozens of names, with scoring tables that differ from house to house.

That is the whole appeal: the idea fits on a napkin, and every table has its own rules. These are our Classic rules, with a straight worth 1,200 and three pairs worth 800.

Fun facts

  • Every roll you must keep at least one scoring die: a 1, a 5, or part of a set.
  • Score all six dice and you get them all back to roll again.
  • It takes 300 to get on the board and 5,000 to win.

Why people love it

Quick turns. Big swings.

One decision, over and over.

Bank the points you have, or risk them for more. The whole game is that one choice.

The odds are knowable.

With six dice you almost never bust. With one die you bust two times in three. Count your dice, not your points.

Hot dice are exciting.

Score every die and all six come back, so a turn can run and run.

Anyone can play.

The rules take a minute, and a good bust is as much fun as a big bank.

How to play

Roll six. Bank, or bust.

Setup

  • Players: two or more at a real table. The practice table is a solo race to the target.
  • Dice: six, all rolled at the start of every turn.
  • Target: 5,000 points in the Full game, 1,500 in our Quick game.
  • On the board: your first bank must be at least 300 in a single turn.

Winning

The first player to bank the target score wins.

  1. 1

    Roll

    Roll all six dice at the start of your turn.

  2. 2

    Keep

    Set aside at least one scoring die or combination from every throw.

  3. 3

    Bank or roll

    Bank your turn total and pass the dice, or roll the dice you did not keep.

  4. 4

    Hot dice

    Score every die and you roll all six again, keeping your turn total.

  5. 5

    Bust

    A throw with nothing that scores loses the whole turn total.

  6. 6

    Reach the target

    Bank enough to reach 5,000 and you win.

These are our Classic rules, and they'll be shown in every room before the game starts. Printable rules card →

Lessons

Learn it in a few minutes.

6 quick lessons, one idea each. Make the call, see why it works, and move on. Your progress is saved in this browser.

Your progress0 of 6

What scores on its own

Tap every die in this throw that scores on its own, then check.

Scoring

What a throw is worth.

Only certain dice score. Everything else in a throw is worth nothing, and a throw with nothing that scores is a bust.

Hoard what you keep and points
What you keepPoints
A single 1100
A single 550
Three of a number (three 1s = 1,000)Number × 100
Four, five, six of a kindDouble each time
A straight, 1 to 61,200
Three pairs, or four of a kind and a pair800
Two triplets1,500

Our Classic rules: the table above, 300 to get on the board and 5,000 to win. Some tables score straights and pairs differently, or let you bank on any turn; those are house rules.

Strategy

Play it smart. Then play it feral.

  1. Tip 1

    Count your dice, not your points.

    With four or more dice left you rarely bust. With one or two, banking is usually right.

  2. Tip 2

    Early on, dice beat points.

    Keeping one scoring die and rolling five gives you more chances at a big set than keeping three.

  3. Tip 3

    Know the break-even.

    With two dice, rolling again pays off on average only while your turn total is under about 110.

  4. Tip 4

    Chase when you are behind.

    In the last turns, a small bank cannot catch the leader. Roll for the big total.

  5. Tip 5

    Take the hot dice.

    When every die scores, a fresh six dice are the best bet on the table.

What would you do?

One decision. Every day.

A new Hoard puzzle every day, the same for everyone. Solve it, then send it to the group chat and see who gets it right.

Setting up today's puzzle…

Want more? See today's puzzles for every game →

Your path to game night

Learn it here. Play it with friends.

Finish the lessons or win a practice game and you're ready to sit down at a real Hoard table with your people.

The Feral Worlds community

Play-testing Hoard? Tell us in Discord.

Found a bug, a rule that feels off, or a house rule your family swears by? Our Discord is where we collect play-test feedback, and where game nights are starting to happen.

Join our Discord

Glossary

Talk like a regular.

Bank
To add your turn total to your score and end your turn.
Bust
A throw with nothing that scores, which loses the turn total.
Hot dice
When every die scores, so you roll all six again.
Set
Three or more dice showing the same number.
Straight
One of each number from 1 to 6.
On the board
Having banked 300 or more in a single turn, so your score counts.

The Feral twist

Still under the hat.

Every game can be played Classic. In Feral mode, the host writes the house rules: the scoring table, the opening bank, the target. We'll show you what Hoard can do when it's ready.

In the Dice Games pack

Hoard is on the ballot.

Backers vote on which dice games join the Dice Games pack. Owning the pack means every one that joins is yours too.

$9.95, one time, to host every game in it. Playing is always free. Packs go on sale when the full game launches.

Hoard is on the ballot

Save me a seat.

Hear when the Kickstarter opens so you can vote Hoard into the Dice Games pack, and when you can host it with friends.

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