
Raccoon’s Racket
Roll the dice. Run the racket.
The loud, friendly dice game for a whole table. Three dice, six rounds, and a different number to chase each time. Roll your way to 21 and shout when you hit the big one. Here is everything you need to know before you sit down.
- Free practice
- No sign-up
- Play in your browser
Join a Game Room
Raccoon’s RacketGot a room code?
- Players
- 4 or more
- You need
- Three dice
- Style
- Pure luck
- Goal
- Most rounds won
What is Raccoon’s Racket?
Three dice. One lucky number.
Raccoon’s Racket is a party dice game with six rounds. In round 1 the number to chase is 1, in round 2 it is 2, and so on up to 6. On your turn you roll three dice, and every die that shows the number of the round scores a point.
Keep rolling for as long as your roll scores. A miss hands the dice to the next player. Three of the round’s number is a Racket: 21 points, and the round is over. First to 21 wins the round, and the most rounds wins the game.
The practice table
Try itLearn it one roll at a time.
Play against three bots with our Classic rules. Every roll is explained as you go: what it scored, and whether the dice go on or pass.
- Quick game plays three rounds. Full game plays all six.
- It is all luck, so the table is for learning to count a roll at a glance.
- No account, no host, nothing saved.
Scoring chart
| What you roll | Points |
|---|---|
| Each die showing the round’s number | 1 |
| Three of a kind, any other number | 5 |
| Three of the round’s number: a Racket | 21 |
| No scoring dice | Dice pass |
A little history
A game for the whole room.
Dice games like this one were made for kitchens and clubhouses: simple to learn, loud to play, and fair to everyone, since luck is all there is. Players take turns to roll and cheer, and nobody needs to think hard.
Like most party games, it travels with house rules: how many dice, how many points make a round, what three of a kind is worth. These are our Classic rules.
Fun facts
- There are six rounds, and round N chases the number N: ones in round 1, sixes in round 6.
- Three of the round’s number is a Racket: 21 points, and the round is over.
- First to 21 wins the round, and the most rounds wins the game.
- You keep rolling for as long as your roll scores.
Why people love it
Easy to learn. Hard to stop.
Learn it in a minute.
Roll three dice and look for the round’s number. If you score, you roll again.
Everyone can win.
It is all luck, so a first-timer can beat the person who has played a hundred rounds.
The Racket is a big moment.
Three of the round’s number ends the round with 21 points, and everyone gets to cheer.
A new target each round.
The number to chase changes every round, so a hot streak on the 3s is over by the time the 4s come around.
How to play
Roll. Score. Race to 21.
Setup
- Players: four at our table: you and three bots, each playing for yourself.
- Dice: three dice, passed around the table.
- Rounds: six in a Full game, three in our Quick game.
- Target: the number of the round: 1 in round 1, 2 in round 2, and so on.
Winning
The most round wins takes the game. If players are tied on round wins, the one with the most points over the whole game wins.
- 1
Roll three dice
Each die that shows the round’s number is worth 1 point.
- 2
Three of a kind
Three of a kind in any other number is worth 5 points.
- 3
The Racket
Three of the round’s number is a Racket: 21 points, and the round is over.
- 4
Keep rolling
If your roll scores, roll again. Keep going until you roll a miss.
- 5
A miss
A roll that scores nothing passes the dice to the next player.
- 6
First to 21
The first player to reach 21 points wins the round, and the next round starts with a new target.
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.
5 quick lessons, one idea each. Make the call, see why it works, and move on. Your progress is saved in this browser.
Match the target
It is round 3, so the target number is 3. You roll 3, 3 and 5. What do you score?
- Target number
- 3
Scoring
Every roll has a price.
Scores are by player. Your points count only in the round you score them.
| What you roll | Points | |
|---|---|---|
| Each die showing the round’s number | 1 | |
| Three of a kind, any other number | 5 | |
| Three of the round’s number: a Racket | 21 | |
| No scoring dice | Dice pass |
Our Classic rules: a round ends the moment someone reaches 21, and the player who got there wins it. Some tables play in teams of two, and some give a bonus for three of a kind in the round’s number; those are house rules.
Strategy
Play it smart. Then play it feral.
Tip 1
There is nothing to decide.
This is a game of luck, and the practice table is here to teach you how a roll scores so you can add it up at a glance.
Tip 2
Know the target.
The only dice that count as single points are the round’s number. The rest only matter as three of a kind.
Tip 3
Know the three-of-a-kind rule.
Three matching dice score 5 in any round, even when none of them is the target.
Tip 4
Keep your eye on 21.
The first to 21 wins the round, so a lead of 10 can disappear in one lucky roll.
Tip 5
Cheer for your neighbors.
Part of the game is the noise. A Racket deserves a shout.
What would you do?
One decision. Every day.
A new Raccoon’s Racket puzzle every day, the same for everyone. Solve it, then send it to the group chat and see who gets it right.
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 Raccoon’s Racket table with your people.
The Feral Worlds community
Play-testing Raccoon’s Racket? 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.
Glossary
Talk like a regular.
- Target
- The number to chase this round: it matches the round number.
- Racket
- Three of the target number in one roll: 21 points, and the round is over.
- Three of a kind
- Three dice with the same number. Worth 5 when it is not the target.
- Miss
- A roll that scores nothing. The dice go to the next player.
- Round
- Play until someone reaches 21 points. The winner takes the round.
The Feral twist
Still under the hat.
Every game can be played Classic. In Feral mode, the host writes the house rules: how many dice, what makes a round, what each roll is worth. We'll show you what Raccoon’s Racket can do when it's ready.
In the Dice Games pack
Raccoon’s Racket 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.
Raccoon’s Racket is on the ballot
Save me a seat.
Hear when the Kickstarter opens so you can vote Raccoon’s Racket into the Dice Games pack, and when you can host it with friends.