← Back to Raccoon’s Racket

Feral Worlds: Tabletop Games · Dice Games · Classic rules

Raccoon’s Racket

Roll the dice. Run the racket.

Feral Worlds

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.

How to play

  1. 1Roll three dice. Each die that shows the round’s number is worth 1 point.
  2. 2Three of a kind. Three of a kind in any other number is worth 5 points.
  3. 3The Racket. Three of the round’s number is a Racket: 21 points, and the round is over.
  4. 4Keep rolling. If your roll scores, roll again. Keep going until you roll a miss.
  5. 5A miss. A roll that scores nothing passes the dice to the next player.
  6. 6First to 21. The first player to reach 21 points wins the round, and the next round starts with a new target.

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.

Scoring

What you rollPoints
Each die showing the round’s number1
Three of a kind, any other number5
Three of the round’s number: a Racket21
No scoring diceDice 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.

Key terms

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.