Game rules
Threes (Dice Game) Rules
Threes inverts the usual dice-scoring logic twice over: the goal is the LOWEST total, not the highest, and the number 3 — normally just another face value — counts as zero points entirely, which makes rolling threes the single best outcome possible on any given die.
Playing a Turn
Each player rolls all five dice on their turn. Any die showing a 3 automatically scores zero; every other die scores its plain face value (a 6 scores 6, a 1 scores 1, and so on). After the first roll, you must set aside at least one die — you're never allowed to re-roll all five at once — and you may re-roll any or all of the remaining dice you haven't set aside. You can keep re-rolling the dice you haven't locked in, one die minimum committed each time, for as many rounds as you're willing to risk.
Deciding When to Stop
Because you're required to lock in at least one die every single roll, a turn in Threes is really a running negotiation between banking a good result now and risking a worse one chasing further threes or low numbers. A hand that's mostly high numbers early is tempting to keep rolling aggressively, but every additional roll also risks locking in an unlucky high number you're then stuck with for the rest of that turn.
Winning
Once every player has taken a turn, whoever's final five-dice total is lowest wins the round. Because 3s score zero, a turn with several 3s can post a genuinely tiny total even with a couple of higher numbers mixed in, which is part of what makes chasing threes specifically, rather than just any low roll, the core skill of the game.
Why Turning a Normal Number Into Zero Changes Everything
Most dice games treat every face value as worth exactly its printed number, so scoring hinges purely on rolling low numbers generally. Threes' single rule change — one specific number scores nothing at all — reshapes the entire probability landscape of the game: with a fair six-sided die, there's still only a 1-in-6 chance of any single roll landing a 3, but because a 3 is unambiguously the best possible individual outcome (better than even a 1), players re-roll much more aggressively chasing it than they would in a game where every number simply scored its own face value.
A Genuinely Old Bar-Dice Tradition
Threes (also known by other regional names, including Tripps or Bender's Delight in some circles) is widely described as one of the older traditional bar and pub dice games still commonly played, though — like several other folk dice games on this site — no single documented inventor or firm founding date has survived; it's passed down largely through informal bar and gambling culture rather than any published rulebook, which is also why its exact re-roll conventions (how many dice must be set aside each round) vary somewhat between different regional traditions.
Playing for Stakes
Because Threes has deep roots as a bar dice game, it's traditionally been played with some kind of wager attached to each round — a round of drinks, a small pot, or simple bragging rights — rather than as a purely scored, stakes-free tabletop game. None of this changes the underlying dice rules; it's purely a social convention layered on top of a genuinely simple core mechanic.
The Disagreements This Game Actually Produces
The scoring deep-dive works through why chasing 3s beats chasing any other low roll, and a printable low-score tracker helps a table running several rounds keep a clean running total.
The most common real dispute is exactly how many dice must be set aside on each individual re-roll — some groups require locking in exactly one new die per re-roll no matter how many you'd like to keep rolling, while others allow setting aside any number greater than zero each time, which noticeably changes how quickly a turn can be forced to a conclusion. Agreeing on this specific detail before playing avoids the single most common point of confusion in the game.
Questions People Still Ask Mid-Game
Does a die showing a 3 have to be set aside immediately, or can you re-roll it hoping for a different low number instead? Standard play lets you choose to keep a 3 (since it scores zero, there's rarely a reason not to) or re-roll it if you're chasing something specific, though re-rolling away from a 3 is almost never the mathematically sound choice.
Is there a maximum number of re-rolls allowed in a single turn? No formal maximum — a player can keep re-rolling as long as they're willing to risk it and still have at least one unlocked die remaining to roll.
What breaks a tie for lowest total between two players? Most informal groups just have the tied players run one extra head-to-head turn to settle it, since the base game has no built-in tiebreak rule of its own.