GREED A Classic Dice Game of Risk & Reward

01 The Core Loop

Your entire turn in three letters β€” commit this to memory.

Remember: R β†’ S β†’ D
R
Roll
Throw all remaining dice
β†’
S
Set Aside
Keep at least one scoring die
β†’
D
Decide
Bank points or push your luck

Every single turn follows this loop. Roll your dice, Set aside at least one scorer, then Decide: stop and bank your points safely, or roll again β€” risking everything you've built this turn.

How pushing your luck works
R β€” Roll all six dice (or whatever you have left)
↓
No scorers?
That's a Farkle β€” you lose every point from this turn. Turn over.
or
S β€” Set Aside at least one scoring die. Points accumulate but aren't safe yet.
↓ if you scored…
D β€” Decide: STOP and bank all turn points safely? Or CONTINUE rolling the remaining dice?
↓ if you continue…
All 6 dice set aside? That's Hot Dice! Pick up all six and keep rolling β€” your accumulated points carry forward. You must keep going.
β†Ί back to Roll

This is the heart of Greed: every time you choose "continue" at the D step, you're betting all unbanked points on the next roll. The tension ratchets up as your dice dwindle β€” and if you Farkle, the whole turn's haul evaporates. But banking too early means watching opponents pile up monster turns. That push-and-pull is the game.

Hot Dice flips the script: if you manage to score with all six dice across your rolls, you're forced to pick them all back up and roll again. It's thrilling β€” and terrifying, because now you're risking an even bigger pile of points with a fresh set of six.

02 Getting on the Board

Before you can start accumulating score, there's a gate to clear.

500

Minimum Entry Score

Many groups require your first banking turn to total at least 500 points. Until you hit that threshold in a single turn, any points you score are thrown away. This means your early turns are naturally more aggressive β€” you have to push your luck to break in. Once you're on the board, you can bank freely at any amount.

The entry rule transforms opening strategy. While veteran players with established scores can comfortably bank 200-point turns, newcomers to the scoresheet must keep rolling until they accumulate 500+. This often means riding 3 or even 2 dice β€” exactly the danger zone β€” just to get started. It's a shared rite of passage: everyone sweats the entry turn.

03 Scoring Combos

What's worth points? Here's every combination at a glance.

Combination
Points
Single 1
100
Single 5
50
Three of a Kind (2–6)
Face Γ— 100
Three 1s
1,000
Four of a Kind
3oaK Γ— 2
Five of a Kind
3oaK Γ— 4
Six of a Kind
3oaK Γ— 8
Straight (1–2–3–4–5–6)
2,000
Three Pairs ("Doubles")
1,500

A single die can only count toward one combination per roll. A 5 used in a three-of-a-kind can't also score as a single 5.

Streak Doubling β€” Back-to-Back Bonus

When you roll the same full-hand type on consecutive Hot Dice rolls, each repeat scores double the previous. Straights and Doubles (three pairs) each have their own streak β€” and the points escalate fast.

Example: Three consecutive straights

1st
Straight β†’ base value
2,000
2nd
Straight again β†’ doubled
4,000
3rd
Straight again β†’ doubled again
8,000
= 14,000 points

Example: Two consecutive Doubles (three pairs)

1st
Three Pairs β†’ base value
1,500
2nd
Three Pairs again β†’ doubled
3,000
= 4,500 points

Since straights and three pairs use all six dice, each one triggers Hot Dice β€” which is exactly how streaks become possible. You score the full hand, pick up all six, and if lightning strikes twice (or thrice), the doubling kicks in. Rare, legendary, and potentially game-ending in a single turn.

04 A Turn in Action

Walk through a realistic turn step by step. Follow the R→S→D loop.

Guided Play
Sample Turn β€” It's Your Roll

05 Know Your Odds

The "D" in R→S→D is where the game lives. How risky is that next roll?

How many dice are you about to roll?
SaferRiskier
6~2%Farkle
5~8%
4~16%
3~28%
2~44%
1~67%Farkle

The rule of thumb: 4+ dice? Usually safe to push. 3 dice? Weigh your banked points. 1–2 dice? Bank unless you're desperate.

06 Winning the Game

How the endgame triggers β€” and the rule that catches people off guard.

10,000

The first player to reach 10,000 points triggers the final round β€” but doesn't automatically win. Every other player gets one last turn to try to exceed the leader's score. Ties don't count: you must beat the leader outright.

This is why Greed stays tense to the very end. A massive final-round push β€” fueled by desperation and Hot Dice β€” can steal a win from the leader. Conversely, stopping at exactly 10,000 can leave you vulnerable.

07 Clever Gambits

Strategic patterns that separate lucky rollers from Greed veterans. Tap to expand.

Conservative

The 300 Floor

Bank any turn worth 300+ points. Slow and steady wins races.

Many beginners chase huge turns. But consistent 300–500 point turns compound fast. With 6 dice, your first roll almost always yields at least 100–200 points β€” banking at 300 means you're stopping after scoring on just one or two re-rolls. You avoid Farkles and grind toward 10,000 reliably. Use the Rβ†’Sβ†’D mnemonic: if your "D" decision feels greedy, it probably is.
Aggressive

The Hot Dice Chase

When you've set aside 4–5 dice, always push for the sixth.

If you've already set aside 5 dice, your 6th die has a 1-in-3 chance of scoring (any 1 or 5). That's a 33% chance to trigger Hot Dice β€” picking up all six and continuing with your banked turn points. The reward is enormous: you get a fresh set of 6 dice with all your accumulated points. The risk is a 67% Farkle, but the expected value is often positive if your turn total is under ~600.
Aggressive

The Selective Set-Aside

Don't keep every scorer β€” sometimes keep fewer to roll more dice.

You're only required to keep at least one scoring die. If you roll three 5s (150 pts) and a 1 (100 pts) with 4 dice, keeping all four leaves you with just 2 dice to re-roll β€” very risky. Instead, keep only the 1 (100 pts) and re-roll 3 dice. You sacrifice 150 points but dramatically improve your odds on the next roll. Think of it as buying more dice with points. Use this when your remaining dice count would drop below 3.
Endgame

The Final-Round All-In

Trailing in the last round? Push every roll β€” you have nothing to lose.

When the leader hits 10,000 and you're behind, your final turn is the ultimate push-your-luck scenario. There's no penalty for Farkling since you'd lose anyway. Roll every chance, keep minimum scoring dice to maximise re-rolls, and pray for Hot Dice. This is where Greed earns its name: desperate final rounds produce the game's most memorable moments. In R→S→D terms, your "D" is always "continue" until you either win or bust.
Positional

The Gatekeeper

If you're close to 10,000, stop just below to deny others the final round.

Counter-intuitive but powerful: if you're at ~9,600 and score 350 on your first roll, banking puts you at 9,950 β€” still under 10,000, so no final round triggers. Next turn you only need 50+ points to cross the line. This keeps pressure off opponents who might catch up in a final round while giving you an easy finish. The risk: someone else might cross 10,000 before your next turn.

08 After You Play

Questions for your post-game review β€” the fastest way to improve.

After your first game, reflect on these using the R→S→D framework:

R β€” Roll: Did you get Hot Dice? How did that change the turn's stakes?

S β€” Set Aside: Were there moments you kept too many dice? Too few? Did the Selective Set-Aside gambit occur to you?

D β€” Decide: What was your banking threshold? Did it shift as scores changed? Did you adjust in the final round?

Great Greed players don't just get lucky β€” they know when 300 banked points beats the dream of 2,000 that vanish in a Farkle.