How to play Roll Call
Roll Call is a dice game played against a scoresheet. Each of thirteen rounds starts with five dice rolled for you: you hold the ones you like, reroll the rest up to twice, and then score the five in one open line of the sheet. Every line is used exactly once, so the game is as much about where to put a roll as how to get it. The upper lines count one number each and pay a bonus if they add up; the lower lines pay for patterns, up to fifty for five alike, a Roll Call. The Daily gives everyone the same table of dice, so holding the same dice shows the same rolls; Practice deals a fresh table whenever you like.
How to play
- Every round opens with all five dice rolled for you.
- Tap a die to hold it, then press Roll again to reroll the rest. You can reroll twice in a round.
- Score the five dice in one open line of the sheet. Every line is used exactly once, so thirteen rounds fill the sheet. If the dice fit no open line, you can still take a 0 in one of them.
- Ones to Sixes add up the dice showing that number, and reaching 63 across those six lines earns a 35-point bonus.
- The lower lines pay for patterns: three or four of a kind (the total of all five dice), a full house (25), a small run of four in a row (30), a large run of five (40), all five alike, a Roll Call, for 50, and Chance, which is simply the total.
- Five alike counts for three of a kind, four of a kind, Chance and its own number line, but not for a full house or a run. There are no wild cards.
- Roll five alike again once your Roll Call line already holds 50 and you earn 100 extra points; score those dice in any open line as normal.
Tips & strategy
- 63 is exactly three of every number, from three ones to three sixes. Aim for three of a kind in each upper line, and a fourth Five or Six buys slack for a weak Ones or Twos.
- Pairs and three of a kind serve several lines at once early on: the upper line for that number, three and four of a kind, a full house and the Roll Call.
- Holding 2, 3, 4, 5 leaves two numbers that finish the large run, a 1 or a 6; holding 1, 2, 3, 4 or 3, 4, 5, 6 leaves only one. Four in a row already makes the small run, so the last roll is a free shot at 40.
- Keep Chance for the round that goes wrong, and use Ones as the place to take a 0: the most that line can ever hold is 5.
- Think twice before taking a 0 in Roll Call. It gives up the 50, and every 100-point extra after it, for the rest of the sheet.
Accessibility
Each die is a button that says its number and whether it is held, and a held die also shows the word Held, so a hold never depends on colour. The Roll again button says how many rolls are left, with the reason written beside it when it cannot be pressed. The scoresheet is a real table: every open line is a button that names both the score and the line ("Score 12 in Threes"). After each roll the five dice are read out in order, and after scoring you hear the line, the new round and its opening dice.