Below is a detailed description of how to play all cards in Dice Cards. If you’re still unsure on any of them, please feel free to send us a message through the contact page or social media and we’ll get you sorted!
The back of each card has a scoring example, but some cards can be trickier than others. Below are some specific notes for all cards:
Multiple Cards: Unless the card specifically states “in order,” you may mark off the numbers in any order and will score the points for it as long as all numbers are filled by the end of the game.
- 1 Sudoku
Sudoku puzzles require a unique number along each column and row, as well as a unique number in each individual grouped box of 6. Meaning each box, each row, and each column should have numbers 1-6 in it, with no repeats. If a player attempts Sudoku but finds they got a number wrong, they may make note of the numbers they used and fix their puzzle accordingly. If a number cannot be placed while fixing, that roll is lost (or can be reallocated to another card).
- 2 Yin & Yang
Numbers may be marked in any order. You may use tickets to augment a specific dice up or down to get the number you need, but you may not combine dice for this card.
- 3 Blackout Bingo
You can get 3 Bingo’s prior to getting Blackout. Each Bingo must use different numbers, and is worth 4 points (and 1 ticket). If you get Blackout, you get 8 additional points.
- 4 Reverse Pyramid
Each row left to right must add up to the same number. If for example, your bottom row of a single block is 10, each other row must add up to 10. You want all rows to add up to a number between 4 and 12 to ensure that all four rows are able to score.
- 5 Solitaire
Numbers do not need to be recorded in order. Each column is its own scoring. You may use tickets to augment a specific dice up or down to get the number you need, but you may not combine dice for this card.
- 6 Polyomino Rows
Gravity is in effect and bricks fall from the top to the bottom. Bricks must be placed starting on the bottom rows, working your way up. Gaps are ok, as long as one part of the new brick is on top of an existing brick or the floor.
- 7 The Maze
Write the number in the box you are moving the mouse to in order to signify the way it moves. A 5 or 6 are wild, allowing you to move in any direction you choose.
- 8 Mountain Climb
Each number you write must be higher than the previous one, so starting with a 1 is ideal. You can skip numbers, but you may only add numbers that are higher than the previous one, so plan ahead.
- 9 Connect the Dots
Lines to Numbers must be drawn in order. It’s all or nothing so start early. Your first number will be a 1, and your first line will go from the star to the dot next to the 1.
- 10 Evens & Odds
You may record on either path, or both, independently. The top path must contain numbers 2, 4, 6, 8, 10, and 12 while the bottom path may only use numbers 1, 3, 5, 7, 9, and 11. Each number may only be used once, but do not need to be in any order.
- 11 Poker
Each hand is independent. You can start on one, and then go to the other if you want. The examples on the bottom of the card are just examples. Any numbers may be used, so a pair could consist of two 6’s for example. Each box must be from one individual roll though, you can’t use both dice for this card. You may use tickets to augment a specific dice up or down to get the number you need, but you may not combine dice for this card.
- 12 It’s All the Same
Pick any number you expect to be rolled multiple times throughout the game. Remember it can be a number on a single dice, not just the sum of both dice. You may pick your number after the dice have been rolled, prior to recording a number. The spot to the left is simply for writing the number you choose, and does not need to be rolled to fill that box.
- 13 It All Adds Up
Start from the top and work your way down each column. Use as few rolls as possible to reach the target number. You must meet the number exactly and cannot exceed it. Tickets may be collected when that box is filled, regardless of whether you complete the column’s number.
- 14 Downhill Climb
Each number you write must be lower than the previous one, so starting with a 10, 11, or 12 is ideal. You can skip numbers, but you may only record numbers that are lower than the previous one, so plan ahead.
- 15 Word Games
You may work on each word individually and may start a new word before completing another. Write the number of each letter in the box as you record it from a roll.
- 16 Hopscotch
When at a double jump, both dice must match in a single roll. Tickets may be used to augment one or both dice up or down, at a cost of 1 ticket per number per dice. Meaning if you need a 5 and a 2, and a 4 and 3 were rolled, you may use 1 ticket to change the 4 into a 5, and 1 ticket to change the 3 into a 2.
- 17 Word Crafting
You do not need to make a 7 letter word. Make the best word you can with letters you have accumulated. Record the letter in the blank as you roll the number. You may use up to 2 of each letter. Unused letters are not worth any points, so think about what word you’re aiming for.
- 18 Scales
The scales must balance, adding up to the same number on both sides. You may use tickets to augment a specific dice up or down to get the number you need, but you may not combine dice for this card.
- 19 Equation
You may start with any number, and must use all 9 blanks. You will add more than you subtract. Collect tickets when placing numbers into their respective boxes.
- 20 Equalizer
Only fill the white, empty boxes. The top of each column must equal the bottom of each column.
- 21 Pyramid
Each row left to right must add up to the same number. If for example, your top row of a single block is 10, each other row must add up to 10. Points are awarded for complete rows starting from the bottom and moving up. To be complete, all bricks in a row must add up to the same number as any previous rows. For example, if the bottom row is 3,1,2,2, the second row up must have three numbers that add up to 8 going across to be complete.
- 22 Hidden Numbers
Fill in the numbers as you roll them. If you aren’t able to find the number in the hidden picture, you can check the back of the card, or simply fill in the bubble at the top for the number you’re recording to that card.
- 23 Chicken Catching
Mark the fence along the grid squares to create a yard for the chickens. Fence sections may not be rotated. 5 and 6 each add only 1 section of fence, either horizontal or vertical, where 1-4 all add two sections of fence. If you have multiple yard sections fenced off and chickens in each one, the largest section of yard is the only one that will score points. Extra fence pieces may be visible, as long as they don’t complete a fenced in section. For example, a 3 may be used to simply fill a needed horizontal line.
- 24 Musical
Notes may be played in any order. You learn the notes individually, but to score for the card, all notes must be played.
- 25 Aliens!
Start with the space ship in the upper left, move any number of spaces with 1 hex equaling 1 number. You must stop on the aliens to attack and destroy them, marking off each one at the bottom of the card. You may choose to stop your roll early. For example, rolling an 8 would be fine to get to the first alien, even though it’s only 6 spots away. You should avoid overlapping your path if possible. Your next movement starts from the spot you ended on. If you destroy all 6 of the purple aliens, and all 3 green aliens, you’ll gain 3 bonus points and 2 tickets.
- 26 Trivia
Each Trivia card has 8 unique questions. If you don’t know the answers, feel free to ask other players, or peek at the back of the card. Fill in the numbers of the answers and gain 6 bonus points if you answer all 8 questions.
- 27 Golf
Once you start a game of Golf, you must record 9 rolls in a row to the card, using the lowest number each roll. If your total ends under par, you’ll get max points. You get a ticket for each 1 recorded during the 9 rolls. A full round of Golf must be completed to score points.
- 28 Paper Doll
Help Tuck pair the right outfit for the occasion! Each outfit requires one hat (1, 2, or 3), one shirt (4, 5, or 6), and a pair of pants/shorts (7, 8, or 9). Each outfit needs to be different, so if you choose 1, 4, 8 for your first outfit, you’ll have to pick at least one different number for your second outfit.
- 29 Bowling
The goal of Bowling is to get at least 10 pins per frame (roll). You can mark any number (including 11 and 12), but the higher your score, the more points you’ll get. These rolls do not need to come in consecutive order. At the end of the game, add up as many frames as you’ve bowled and mark your total. Multiply that total by 3 to get a final score. A perfect score in Bowling is 300.
- 30 Doubles
Everybody needs a buddy! Any time two of the same numbers are rolled (for example, 4 on the Red die and 4 on the Black die in one roll), you can record them. The more times you record a pair, the more points you’ll get. You may use tickets to augment one or both dice for this card. For example, if a 4 and 5 were rolled, you may use 1 ticket to change the 4 into a 5.
- 31 Crazy Eights
Go crazy for 8’s! Every time you roll an 8 (any combination; 2+6, 3+5, or 4+4) you can record them. The more 8’s you get, the more points you get. You may use tickets to augment one or both dice for this card. For example, if a 4 and 5 were rolled, you may use 1 ticket to change the 5 into a 4.
- 32 Marble Madness
Starting in the upper right, you will move your marble along the path down towards the bottom, ultimately landing in the bucket for points. Each space is 1 number, and you can move from row to row in one roll. For example, starting with a 12 would move your marble to the 2nd spot on the second row. Pick up any tickets you pass as you go by, you don’t need to stop on them to collect them. You must roll the exact number remaining to land on the final space and drop into the bucket, you can’t go over.
- 33 Grandma’s Muffins
Make Grandma’s famous cornbread muffins! Yes, it’s a real recipe. They’re super tasty. Roll the numbers for quantities of each ingredient and mark them off to complete the recipe. When something requires a fraction like ½, you must roll each number (1 and 2) individually.
- What is Bisquick? Bisquick is a pre-mixed baking mix commonly used in the US. If you don’t have Bisquick, you can make a substitute using:
- 1 cup Bisquick Substitute (2 cups are needed for the recipe):
- 1 cup all-purpose flour.
- 1 ½ teaspoons baking powder.¼ teaspoon salt.
- 1 tablespoon butter.
- 1 cup Bisquick Substitute (2 cups are needed for the recipe):
- 34 Ups and Downs
Each number you write must be higher than the previous one for the first 6, then lower than the previous one for the last 4, so starting with a 1 and moving up to a high number in the middle is ideal. You can skip numbers.
- 35 Downs and Ups
Each number you write must be lower than the previous one for the first 6, then higher than the previous one for the last 4. You can skip numbers.
- 36 Roller Coaster
Each number you write must be higher than the previous one for the first 3, then lower than the previous one for the next 2, then higher for 3, then lower for the last 2. You can skip numbers.
- 37 Hex Codes
Hex codes or 6-digit hexadecimal codes are often used by computer programs for identifying specific colors. Black is typically identified as 000000, but to make it a playable card in Dice Cards, the specific shade of black 121413 was chosen. Likewise, the red 651213 is a dark red shade specifically chosen for Dice Cards. The numbers on the card may be rolled in any order. You gain a ticket and 10 points for completing either color, and an extra ticket if you complete both.
- 38 War
Modeled after the classic card game. Record numbers on the lines that are higher than the number of the card to the left. Ties don’t count in War!
- 39 Number Sequences
Numbers may be written in any order. Each sequence is worth 1 point by itself. If you complete all 7 sequences, you gain 5 additional points.
- The first sequence is numerical order.
- The second sequence uses only even numbers.
- The third sequence uses a +1, -2 pattern.
- The fourth sequence is Fibonacci. Each two numbers add up to the next. 0+1 = 1, 1+1 = 2, 1+2 = 3, 2+3 = 5, 3+5 = 8, etc.
- The fifth sequence doubles with each added number.
- The sixth sequence uses multiples of 11, and is the same number repeated in descending order.
- The seventh sequence uses only prime numbers. A prime number is a whole number greater than 1 that cannot be exactly divided by any whole number other than itself and 1.
- 40 Dewey Decimal System
Each of the books are categorized according to the Dewey Decimal system (or at least where we believe those books would be categorized based on our understanding of what the actual content of each book would be, based on its title!) Numbers may be rolled in any order. The top two books also provide a ticket for completing them, in addition to 5 points.
- 41 Vacation!
Numbers indicate the location of the cities using longitude and latitude. Numbers may be rolled in any order. Each location is its own and points and tickets are awarded independently.
- 42 Periodic Table
The formulas are actual chemical compounds. Numbers may be rolled in any order. Each number corresponds to its numerical value on the Periodic Table of the Elements. Each compound may be completed separately.
- 43 Uniquely Unique
Each number must not be the same as the number across from it, and each number may only be used once for each color. There are only 5 blanks, so you don’t need to use all 6 numbers for either black or red. When you complete a column, either black or red, you gain the ticket below it. Points are only awarded for having all 10 numbers filled in with no repeats in either column and no duplicates in each row.
- 44 Number Search
Each set of 3 numbers awards 5 points and 1 ticket. A set of numbers may be a row or column. You may only use each number as part of one set. It’s possible to make 5 total sets.
- 45 Galaxy Intruder
Aliens may be destroyed in any order; however, points are only awarded for cleared rows across. You also gain a ticket for clearing all 12 aliens.
- 46 Famous Numbers
Numbers may be rolled in any order. You gain 10 points and 1 ticket for completing either number set.
- 47 Touchdown
Playing American football, you want to move from one endzone to the other in as few plays as possible. A field is comprised of 100 yards, and each roll moves you a number of yards equal to 1 yard per number rolled. A 7 would move you 7 yards. There are 12 blanks, but you do not need to use them all. You should try to reach 100 in as few rolls as possible.
- 48 Higher/Lower
You may only record the combined total of both dice on this card. Start with a high number, then following the red arrow, record a low number next. Green arrows indicate higher numbers must be next and red arrows indicate lower numbers must be next.
- 49 Mining
The first row may be completed with any color dice, meaning you can combine rolls or use either dice to mark them off. As you begin digging down, specific colors are needed. Each hole is its own set of points, and must be dug from top to bottom. You may dig in multiple holes at the same time however.
- 50 Fishing Tournament
Each fish weighs an amount in pounds (lbs.) based on the dice roll. An 11 would be an 11lb fish, for example. Use high rolls and add up all fish to get your total weight. You do not need to catch all 8 fish to score.