Feral Worlds: Tabletop Games · Dice Games · Classic rules
Raccoon’s Racket
Roll the dice. Run the racket.

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