Feral Worlds: Tabletop Games · Dice Games · Classic rules
Hoard
Pile it up. Know when to bank.

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.
How to play
- 1Roll. Roll all six dice at the start of your turn.
- 2Keep. Set aside at least one scoring die or combination from every throw.
- 3Bank or roll. Bank your turn total and pass the dice, or roll the dice you did not keep.
- 4Hot dice. Score every die and you roll all six again, keeping your turn total.
- 5Bust. A throw with nothing that scores loses the whole turn total.
- 6Reach the target. Bank enough to reach 5,000 and you win.
Winning
The first player to bank the target score wins.
Scoring
| What you keep | Points |
|---|---|
| A single 1 | 100 |
| A single 5 | 50 |
| Three of a number (three 1s = 1,000) | Number × 100 |
| Four, five, six of a kind | Double each time |
| A straight, 1 to 6 | 1,200 |
| Three pairs, or four of a kind and a pair | 800 |
| Two triplets | 1,500 |
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.
Key terms
- 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.