Halloween Dice Game

Press Print this list for the Roll a Monster chart: each roll of a real die adds a part.

  1. Roll a Monster (one die)1: Draw your monster's body, in any shape you like.A blob, a box or a triangle. No two monsters at the table match.
  2. 2: Draw a head on top of the body.Rolled with no body yet? Draw the head and add the body under it later.
  3. 3: Draw eyes. Roll again to see how many.The second roll belongs to the same turn.
  4. 4: Draw a mouth, with teeth.Fangs, a gap or a zigzag smile are all teeth.
  5. 5: Draw arms. Tentacles count.Two is usual. More is allowed.
  6. 6: Draw legs. Roll again to see how many.One way to play: a part you already have is a lost turn. First monster with all six parts wins.

How it works

This Halloween dice game page prints roll charts for three games played with real dice: Roll a Monster, a drawing race; Candy Swap, for a circle; and Pumpkin Patch, for two dice. It opens on Roll a Monster.

Read the full guide

Roll a Monster

Everyone has paper and a pencil. Roll one die and draw the part for your number: 1 the body, 2 the head, 3 eyes, 4 a mouth, 5 arms, 6 legs. The menu under Print this list also has an in-order chart and a two-dice chart with horns, wings and a tail.

Candy Swap and Pumpkin Patch

In Candy Swap each player starts with five wrapped candies and every roll passes, takes or swaps. When the timer ends, all the candy goes back in the bowl and is shared out evenly. Sticker Swap is the same game for a class. In Pumpkin Patch, two dice say which pumpkin to color.

Tips
  • All rows lists every one of the six charts in full, each under its own name.
  • The page does not roll. One die for every four players keeps turns short.

Questions and answers

What are some Halloween dice games?

Three are on this page: Roll a Monster, where each roll adds a part to a drawing; Candy Swap, where rolls move wrapped candy around a circle; and Pumpkin Patch, where the sum of two dice picks a pumpkin to color.

How do you play Roll a Monster?

Each player rolls one die in turn and draws the part for that number: body, head, eyes, mouth, arms or legs. A 3 or a 6 comes with a second roll for how many eyes or legs. The first monster with all six parts wins.

Does anyone win the candy in Candy Swap?

No. The candy stays wrapped while it moves around the circle, and at the end every pile goes back in the bowl to be shared out evenly. The fun is in the swaps, not the count.

Is there a dice game for Halloween with no candy?

Yes. Sticker Swap plays like Candy Swap with a strip of five stickers each, and it ends with every strip topped back up to five. Roll a Monster and Pumpkin Patch need only paper, pencils and crayons.

All 46 rows

Roll a Monster (one die) 6

  • 1: Draw your monster's body, in any shape you like. A blob, a box or a triangle. No two monsters at the table match.
  • 2: Draw a head on top of the body. Rolled with no body yet? Draw the head and add the body under it later.
  • 3: Draw eyes. Roll again to see how many. The second roll belongs to the same turn.
  • 4: Draw a mouth, with teeth. Fangs, a gap or a zigzag smile are all teeth.
  • 5: Draw arms. Tentacles count. Two is usual. More is allowed.
  • 6: Draw legs. Roll again to see how many. One way to play: a part you already have is a lost turn. First monster with all six parts wins.
Show all 46 rows (40 more)

Roll a Monster, in order (one die) 6

  • 1: The body comes first. No other roll counts until a 1 lands. Check off 1 to 6 down the side of your paper as you go.
  • 2: Then the head. A 2 before your 1 is wasted. A wrong number means pass the die to the left.
  • 3: Then three eyes, a large one and a pair of little ones. They wait for your 2. Three parts down, three to go.
  • 4: Then a wide mouth with two fangs. It waits for your 3. Draw it big enough to see across the table.
  • 5: Then two arms that end in claws. They wait for your 4. A single roll brings the pair, claws included.
  • 6: Legs go on last. Call out "It's alive!" as you draw them. The first call wins the round.

Roll a Monster with extras (two dice) 11

  • 10: Cover your monster in spots or stripes. An extra. Spots and stripes together are allowed.
  • 11: Draw a pair of antennae with round tips. An extra. They go on top of the head.
  • 12: Two sixes. Everyone hands their drawing one seat to the left and plays on with the new one. Finished means body, head, eyes, mouth and any three extras, on the paper you are holding.
  • 2: Two ones. Your monster gets any two parts it lacks. A 2 and a 12 each land once in 36 rolls.
  • 3: Draw a pair of horns. An extra, one of five. Three of them finish a monster.
  • 4: Draw a long tail with a spike on the end. An extra. It can curl or drag behind.
  • 5: Draw a grin with pointed teeth. A must-have.
  • 6: Draw a body for your monster. A must-have. Any shape, as on the one-die chart.
  • 7: Draw the head. A must-have. Of all eleven sums, 7 turns up most.
  • 8: Draw the eyes, as many as you like. A must-have. A monster with a single eye still counts.
  • 9: Draw a pair of wings. An extra. Bat wings or bug wings.

Candy Swap (one die) 6

  • 1: Hand a candy to the neighbor on your left. Everyone starts with five wrapped candies, and a bowl of spares sits in the middle.
  • 2: Hand a candy to the neighbor on your right. Candy stays wrapped. When time is up, every pile goes back in the bowl and is shared out evenly.
  • 3: Take one candy from the bowl. An empty bowl means no candy this turn.
  • 4: Put one of your candies in the bowl. Out of candy? Pass the die and wait for a kind roll.
  • 5: Trade your whole pile for someone else's. Nobody can refuse a swap.
  • 6: Everyone passes one candy to the left at the same time. The host counts to three so all the candy moves together.

Sticker Swap for a class (one die) 6

  • 1: Give one sticker to the classmate on your left. Every child starts with a strip of five stickers. No candy is needed.
  • 2: Give one sticker to the classmate on your right. Peel the sticker off and press it onto your classmate's strip.
  • 3: Take one sticker from the teacher's sheet. The teacher holds a spare sheet for this row.
  • 4: Stick one of your stickers on the class poster. By the end the poster is a Halloween picture made by everyone.
  • 5: Trade one sticker with anyone. You choose which one you give. A trade is one for one.
  • 6: Everyone stands up and trades one sticker with a neighbor. When time is up, the teacher tops every strip back up to five.

Pumpkin Patch (two dice) 11

  • 10: The white pumpkin. Leave it white and give it a face. A face counts as colored.
  • 11: The pumpkin at the end of the vine. Color it in. Draw the vine back to the patch if you like.
  • 12: The lucky big pumpkin. Color it, and any one other. One way to play: the first player with six pumpkins colored wins.
  • 2: The lucky little pumpkin. Color it, and any one other. Before play, everyone draws eleven pumpkins in a patch and numbers them 2 to 12.
  • 3: The pumpkin by the gate. Color it in. Add the two dice and find that pumpkin.
  • 4: The pumpkin with the curly stem. Color it in. A pumpkin already colored means pass the dice.
  • 5: The lumpy pumpkin. Color it in. Lumps are just extra bumps on the outline.
  • 6: The pumpkin on the hay bale. Color it in. A hay bale is a box with a few lines across it.
  • 7: The giant pumpkin in the middle. Color it and draw its face. Two dice make 7 more than any other sum, so the giant is often colored early.
  • 8: The pumpkin under the scarecrow. Color it in. Sums of 6 and 8 come next after 7: five ways each out of 36.
  • 9: The pumpkin with a leaf for a hat. Color it in. Green for the leaf, if there is a green crayon.

How this list was compiled: Written by the Game Night Generator editors for this page on 2026-10-02: six roll charts for three Halloween dice games. Roll a Monster is a drawing race with a one-die chart, an in-order chart and a two-dice chart with extras; Candy Swap is a pass-along game for a circle, with a sticker version for a class; Pumpkin Patch is a coloring race for two dice. These are folk roll-and-draw and pass-along games with no fixed rules and no governing body, so each chart is one way to play and none is official. In Candy Swap the candy stays wrapped during play and every pile goes back into the bowl to be shared out evenly at the end, so nobody plays for a stake. The odds quoted on the two-dice charts are counted from the 36 equally likely pairs of two fair six-sided dice: a 7 six times, a 6 or an 8 five times each, a 2 or a 12 once. Licence: own work