Threes
Quick Pitch
Threes is a push-your-luck dice game where you keep rolling to build up points — but the moment you roll a 3, your entire turn evaporates and you score nothing.
Hook
On your turn, roll the die and add whatever you get to your running total — then decide: keep going, or stop and bank those points. A 5 feels great, a 1 feels fine, but a 3 wipes your whole turn. The longer you roll, the more points you've built — and the more you stand to lose if that 3 shows up. Stop too early and your opponents pull ahead; push too far and you hand them a free turn.
Equipment Needed
- 1 standard six-sided die
- Paper scorecard (one per player)
- Pencil or pen
Setup
- Each player tracks their own score
- Set a target score (typically 100 or 150 points)
- Determine play order
- First player rolls first
Rules
Objective
Be the first player to reach the target score by rolling the die and avoiding 3s.
Turn Structure
- Roll the die
- Check the result:
- If you roll 1, 2, 4, 5, or 6: Add to your turn total
- If you roll a 3: Your turn ends immediately, you score 0 points this turn
- After each roll (not a 3): Decide to:
- Roll again: Risk your accumulated turn total
- Stop and score: Add turn total to overall score
- Pass the die to the next player
Scoring
- 1, 2, 4, 5, 6: Add face value to turn total
- 3: Turn ends, lose all points from current turn
Example Turn
- Roll: 4 → Turn total = 4
- Decision: Continue or stop?
- Roll: 5 → Turn total = 9
- Decision: Continue or stop?
- Roll: 2 → Turn total = 11
- Decision: Continue or stop?
- Roll: 3 → Turn ends! Score 0 points.
Another example:
- Roll: 6 → Turn total = 6
- Decision: Continue or stop?
- Roll: 1 → Turn total = 7
- Decision: Continue or stop?
- Stop and score 7 points
Expert Player
Tips
- Three probability: Rolling a 3 with one die occurs 1 in 6 times (about 16.7%)
- Early game: Roll aggressively, trying to build an early lead
- Mid-game: Lock in points at 8-15 per turn
- Late game: When approaching target, secure conservative rolls (8-12 points)
- Risk curve: As turn total increases, the risk increases proportionally
- Expected value: Rolling again when you have 10+ points is statistically risky
- Streak psychology: After rolling a 4, 5, or 6, the urge to roll again is strong—manage this
Variations
- Different dead number: Use 1 or 2 as the bust number instead of 3
- Double the bust: Rolling two 3s in a row voids turn (instead of single 3)
- Threes are points: Rolling a 3 scores 3 points instead of busting
- Penalty instead of loss: Rolling a 3 costs 5 points instead of voiding turn
- Cumulative safety: Once you reach 30 points, rolling a 3 doesn't void—you keep your bank
Learn More — History & Origins
History & Origins
Threes belongs to the "push your luck" family of dice games — games where the core decision is simply whether to keep rolling or stop and bank your points. This structure appears in folk dice games across many cultures and time periods, but Threes is specifically an American variant with roots in the informal dice game tradition that circulated through family gatherings and social clubs in the 20th century. The game is closely related to Pig (which uses a 1 as the bust number) and other single-die push-your-luck games; the only real difference is which number triggers the bust and whether you're adding the face value or just counting rolls.
Cultural Context
Threes exemplifies what makes simple dice games endure: the math is transparent enough that even young children understand exactly what they're risking, but the psychological pull of "just one more roll" never fades no matter how many times you've played. The game has been a staple of family game nights and camping trips precisely because the equipment is minimal (a single die and something to write on), the rules fit in one sentence, and the moments of groaning regret when someone rolls a 3 after building up a big turn total are genuinely fun for everyone at the table — including the person who just lost their points.