A simple gambling dice game, and a lot of fun. Roll five dice, keep the lowest you can, lowest score wins. A three is worth zero. That's it.
Roll all five dice. You must keep at least one. The kept dice go into your hand — locked in, contributing to your score. Roll the rest. Repeat until all five dice are locked. Your score is the sum of your hand. Lowest score wins.
Threes are wild zeros. Keep every three you see — they cost you nothing and stay nothing no matter how many you've got.
Shoot the moon (Chicago rule): If all five dice show 6, you shoot the moon and collect 36× the bet from every other active player. It's rare, it's dramatic, and the math on when to chase it is not obvious.
Start with five. Must keep at least one per roll. Locked dice don't move.
A three contributes nothing to your score. Always keep them. There's never a reason not to.
Unlike most dice games, you want small numbers. A score of 0 is a perfect turn.
Five sixes wins 36× the bet per opponent. Pursue it only when the EV math says so.
If you roll N dice and play every subsequent decision perfectly, here's the score you'll add on average. This is the number the tool is constantly comparing against — whenever you consider keeping a die, the question is whether locking it in beats what N more dice would give you.
| Dice | Expected score | The key implication |
|---|---|---|
| 1 die | 3.0 | You must keep it. No decision — just note whether you got lucky. |
| 2 dice | 4.4 | Worth keeping any single die valued at 4 or less rather than rolling both fresh. |
| 3 dice | 5.2 | Worth keeping any subset that totals less than 5.2 — the tool figures out which subset that is. |
| 4 dice | 5.8 | A very good roll can beat this, but most of the time you let four dice ride. |
| 5 dice | 6.3 | A full optimal turn averages around 6. Anything under 4 is a good game. |
Strategy computed via exact dynamic programming — every keep decision is evaluated against the full probability distribution of future rolls. No Monte Carlo, no approximation. The moon probabilities are calculated analytically by chaining the conditional probability of rolling additional sixes through each possible roll sequence.