Math Dice Games

Each game practices one named skill with one to three dice: press Pick 3 new games, or choose a skill.

  1. Fill the Ten Frame1. Each player draws a frame of two rows of five boxes. 2. Roll the die and put that many counters in the frame. 3. Say how many more are needed to make ten. 4. The first full frame wins, and it must be filled exactly: with two boxes left only a 1 or a 2 will do. Dice: one. Players: 2 to 4. Grades: K to 1. Skill: making ten.
  2. Tenths Race to Two1. Start at zero. Roll one die and add that many tenths. 2. Write the running total as a decimal: 0.4, then 0.9, then 1.5. 3. Say each total aloud. 4. The first player to pass 2.0 wins. Dice: one. Players: 2 to 4. Grades: 4 to 5. Skill: adding tenths.
  3. Share It Out1. Roll two dice and make a two-digit number. 2. Roll a third die: that is the number to divide by. 3. Write the answer with its remainder, so 53 divided by 4 is 13 remainder 1. 4. Your score is the remainder. The lowest total after five rounds wins. Dice: three. Players: 2 to 4. Grades: 4 to 5. Skill: division with remainders.

How it works

Math dice games turn a handful of dice into practice with a point to it. Every game names the one skill it trains, from reading the dots in kindergarten to comparing chances in grade 6, and ends with its grades.

Read the full guide

Choose by skill

The All games menu is a list of skills: Counting and reading a die, Adding and taking away to 12, Place value, Times tables and division, Fractions and decimals and Probability games with dice. More filters narrows by grade, by how many dice you have and by players.

Chance games come with the answer

Each fair-or-unfair game asks for a guess first, then 36 rolls, then gives the count of ways behind the answer. Two dice can land 36 ways, and six of them make 7. Cover the last step if the class should find the answer itself.

Tips
  • These are educational dice games for pairs: one rolls and answers, the other checks, then they swap.
  • Foam dice are quieter on desks, and a tray keeps rolls from reaching the floor.

Questions and answers

What math can you practice with dice?

Counting, adding, subtracting, place value, multiplication, division with remainders, fractions, decimals and probability. One die gives the numbers 1 to 6, two dice give sums to 12 and products to 36, and three dice build three-digit numbers.

What is a good probability game with dice?

The Two-Dice Horse Race. Horses numbered 2 to 12 move when their sum is rolled, and horse 7 tends to win, because six of the 36 ways two dice can land add up to 7.

Is odd or even a fair dice game?

With sums, yes: 18 of the 36 ways give an odd sum and 18 an even one. With products, no: a product is odd only when both dice are odd, which is 9 ways against 27.

Which dice games suit kindergarten?

Dot Match, Taller Tower, Roll and Write Race and Fill the Ten Frame need one die and practice counting, comparing and making ten. Choose Grades K to 1 under More filters for the full set.

All 38 games

Counting and reading a die 6

  • Count On From the Bigger Die 1. Roll two dice. 2. Put a finger on the bigger die, say its number, and count on the dots of the smaller one. 3. Your partner checks by counting every dot. 4. A right total wins a counter. First to ten counters wins. Dice: two. Players: 2. Grades: K to 1. Skill: counting on.
  • Dot Match 1. Lay out number cards 1 to 6 between two players. 2. Roll the die and say how many dots it shows without counting them one by one, if you can. 3. Take the card with that number. If it has gone, the die passes. 4. When the cards are gone, whoever holds more wins. Dice: one. Players: 2. Grades: K to 1. Skill: reading dot patterns.
  • Fill the Ten Frame 1. Each player draws a frame of two rows of five boxes. 2. Roll the die and put that many counters in the frame. 3. Say how many more are needed to make ten. 4. The first full frame wins, and it must be filled exactly: with two boxes left only a 1 or a 2 will do. Dice: one. Players: 2 to 4. Grades: K to 1. Skill: making ten.
Show all 38 games (35 more)

Counting and reading a die, continued

  • One More, One Less 1. Each player writes the numbers 0 to 7 in a row. 2. Roll the die and choose: one more or one less than the roll. 3. Cross that number off your row. 4. The first player to cross off all eight numbers wins. Dice: one. Players: 2 to 3. Grades: K to 1. Skill: one more and one less.
  • Roll and Write Race 1. Draw six columns of five boxes and label them 1 to 6. 2. Roll the die and write that numeral in the lowest empty box of its column. 3. Keep rolling until one column is full. 4. Read the chart: which number won, and which has the fewest? Dice: one. Players: 1 to 2. Grades: K to 1. Skill: writing numerals and reading a chart.
  • Taller Tower 1. Both players roll one die and build a tower with that many cubes. 2. Stand the towers side by side. 3. Say the sentence: 5 is more than 3, or 3 is less than 5. 4. The taller tower wins a point, and equal towers both score. Dice: one. Players: 2. Grades: K to 1. Skill: comparing two numbers.

Adding and taking away to 12 7

  • Bump the Sum 1. Write the numbers 2 to 12 on a shared board, and give each player ten counters. 2. Roll two dice, add them and put a counter on the sum. 3. If the other player has one counter there, bump it off. Two of your own counters on a number lock it. 4. The first player to place all ten counters wins. Dice: two. Players: 2. Grades: K to 1. Skill: adding within 12.
  • Difference Dash 1. Draw a track of 30 boxes. 2. Roll two dice and take the smaller from the bigger. 3. Say the subtraction aloud, such as 6 take away 2 is 4, and move that many boxes. 4. A double moves nowhere. The first to the end wins. Dice: two. Players: 2 to 4. Grades: K to 1. Skill: subtracting within 6.
  • Double It 1. Each player writes the even numbers 2 to 12 in a row. 2. Roll one die, double it and cross that answer off. 3. An answer you have already crossed off is a lost turn. 4. The first player to cross off all six wins. Dice: one. Players: 2 to 4. Grades: K to 1. Skill: doubles to 12.
  • The Hidden Die 1. One player rolls two dice behind a book and covers one with a hand. 2. They say the sum and show the other die. 3. The partner works out the hidden die and says the number sentence, such as 4 and 5 make 9. 4. Swap after every roll. Dice: two. Players: 2. Grades: 2 to 3. Skill: finding a missing addend.
  • Hit the Target 1. Choose a target from 1 to 12. 2. Roll three dice. Using each die once, add and subtract them to make the target, such as 6 + 4 - 3 for 7. 3. Hitting the target scores 2 points, and one away scores 1. 4. Play five targets. Dice: three. Players: 2 to 4. Grades: 2 to 3. Skill: adding and subtracting three numbers.
  • Near Ten 1. Roll three dice. 2. Choose the two that add up closest to 10 without going over. 3. Score that sum. 4. The highest total after five rounds wins. Dice: three. Players: 2 to 4. Grades: 2 to 3. Skill: adding and choosing addends.
  • Sum Showdown 1. Each player in turn rolls two dice. 2. Each adds their own pair and says the sum. 3. The bigger sum takes a counter from the pile. Equal sums roll again. 4. When twenty counters are gone, the bigger heap wins. Dice: two. Players: 2. Grades: K to 1. Skill: adding and comparing sums.

Place value 6

  • Build the Biggest Number 1. Each player draws three blanks: hundreds, tens and ones. 2. Roll the die and write the digit in any empty blank. It cannot be moved. 3. Roll twice more to fill the other blanks. 4. Read your number aloud. The biggest wins the round. Dice: one. Players: 2 to 6. Grades: 2 to 3. Skill: hundreds, tens and ones.
  • Closest to 500 1. Roll three dice. 2. Arrange them as a three-digit number as close to 500 as you can. 3. Write down how far away you are. 4. After five rounds, the smallest total distance wins. Dice: three. Players: 2 to 4. Grades: 2 to 3. Skill: ordering three-digit numbers.
  • Dash Past 1,000 1. Roll three dice and arrange them as any three-digit number. 2. Add it to your running total on paper, showing the working. 3. Your partner checks the sum. 4. The first player past 1,000 wins. Dice: three. Players: 2 to 3. Grades: 4 to 5. Skill: adding three-digit numbers.
  • Greater Than, Less Than 1. Each of two players rolls two dice and makes a two-digit number. 2. Write both numbers with the right sign between them: greater than or less than. 3. Read the sentence aloud. 4. The bigger number scores, and equal numbers roll again. Dice: two. Players: 2. Grades: 2 to 3. Skill: comparing two-digit numbers.
  • Round It 1. Each player writes the tens from 10 to 70 in a row. 2. Roll two dice and make a two-digit number, in either order. 3. Round it to the nearest ten and cross that ten off. 4. The first player to cross off four tens wins. Dice: two. Players: 2 to 4. Grades: 2 to 3. Skill: rounding to the nearest ten.
  • Tens or Ones to 100 1. Roll one die seven times. 2. After each roll, decide whether it counts as ones or as tens, so a 4 is 4 or 40. 3. Keep a running total. 4. The player closest to 100 without going over wins. Dice: one. Players: 2 to 6. Grades: 2 to 3. Skill: tens and ones.

Times tables and division 6

  • Factor Finder 1. Roll two dice and multiply them. 2. Your partner lists every pair of factors of that product: for 12 they are 1 and 12, 2 and 6, 3 and 4. 3. One point for each pair found. 4. Swap roles, and play six rounds each. Dice: two. Players: 2. Grades: 4 to 5. Skill: factor pairs.
  • Four in a Row Products 1. Draw a grid six boxes wide and six tall, and fill it with products of two dice, such as 6, 12, 20 and 36. 2. Roll two dice and multiply them. 3. Mark one box that holds that product with your initial. 4. The first player with four in a row wins. Dice: two. Players: 2. Grades: 2 to 3. Skill: multiplication facts to 6 times 6.
  • One Table at a Time 1. Choose the table to practice, such as the 7s. 2. Roll two dice and add them, then multiply the sum by 7. 3. A right answer scores a point, checked by the partner. 4. The first player to 10 points wins. Dice: two. Players: 2 to 3. Grades: 4 to 5. Skill: one times table, up to 12 times.
  • Product Showdown 1. Each player in turn rolls two dice. 2. Each multiplies their pair and says the product. 3. The bigger product scores a point. 4. The first player to 10 points wins. Dice: two. Players: 2. Grades: 2 to 3. Skill: multiplying and comparing.
  • Rectangle Land Grab 1. Share a sheet of graph paper, about 20 boxes each way. 2. Roll two dice and draw a rectangle that many boxes wide and tall, anywhere it fits. 3. Write its area inside. 4. When a rectangle will not fit, that player stops. The bigger total area wins. Dice: two. Players: 2. Grades: 2 to 3. Skill: arrays and area.
  • Share It Out 1. Roll two dice and make a two-digit number. 2. Roll a third die: that is the number to divide by. 3. Write the answer with its remainder, so 53 divided by 4 is 13 remainder 1. 4. Your score is the remainder. The lowest total after five rounds wins. Dice: three. Players: 2 to 4. Grades: 4 to 5. Skill: division with remainders.

Fractions and decimals 6

  • Bigger Fraction 1. Each player rolls two dice and writes a fraction with the smaller number on top. 2. Draw both fractions as shaded bars of the same length. 3. The bigger fraction scores a point. 4. Two equal dice make one whole, which beats everything. Dice: two. Players: 2. Grades: 4 to 5. Skill: comparing fractions.
  • Decimal Duel 1. Each player rolls three dice. 2. Arrange them as ones, tenths and hundredths, such as 6.42. 3. The bigger decimal wins the round. 4. For a second game, the decimal closest to 3.5 wins. Dice: three. Players: 2 to 4. Grades: 4 to 5. Skill: decimal place value.
  • Fraction of Twelve 1. Put 12 counters in a row. 2. Roll one die: a 2 means one half, a 3 one third, a 4 one quarter and a 6 one sixth. A 1 takes all twelve, and a 5 is rolled again. 3. Say how many counters that fraction is and take them. 4. Put them back for the next player. The most counters after five turns wins. Dice: one. Players: 2 to 4. Grades: 2 to 3. Skill: unit fractions of 12.
  • Simplify It 1. Roll two dice and write a fraction with the smaller number on top. 2. If it can be written more simply, do it: 2 over 4 is 1 over 2. 3. A right simpler form scores 2, and saying rightly that there is none scores 1. 4. Play ten rolls each. Dice: two. Players: 2 to 3. Grades: 4 to 5. Skill: equivalent fractions.
  • Sixths to Fill the Bars 1. Each player draws three bars cut into sixths. 2. Roll one die and shade that many sixths, carrying on into the next bar. 3. Say your total, such as nine sixths, or one and three sixths. 4. The first player to shade all three bars exactly wins. Dice: one. Players: 2 to 4. Grades: 4 to 5. Skill: adding sixths past one whole.
  • Tenths Race to Two 1. Start at zero. Roll one die and add that many tenths. 2. Write the running total as a decimal: 0.4, then 0.9, then 1.5. 3. Say each total aloud. 4. The first player to pass 2.0 wins. Dice: one. Players: 2 to 4. Grades: 4 to 5. Skill: adding tenths.

Probability games with dice 7

  • The Difference Game 1. Roll two dice and take the smaller from the bigger. 2. One player scores on a difference of 0, 1 or 2, the other on 3, 4 or 5. Guess first: is that fair? 3. Play 36 rolls. 4. The answer: unfair. Differences of 0, 1 and 2 come 6, 10 and 8 ways, 24 in all. Differences of 3, 4 and 5 come 6, 4 and 2 ways, only 12. Dice: two. Players: 2. Grades: 4 to 5. Skill: listing outcomes.
  • Fair or Unfair: Odd or Even Product 1. One player scores when the product of two dice is odd, the other when it is even. 2. Guess first: is that fair? 3. Roll 36 times and tally. 4. The answer: unfair. A product is odd only when both dice are odd, which is 9 ways in 36. The even player has 27. Dice: two. Players: 2. Grades: 4 to 5. Skill: testing whether a game is fair.
  • Fair or Unfair: Odd or Even Sum 1. One player scores when the sum of two dice is odd, the other when it is even. 2. Guess first: is that fair? 3. Roll 36 times and tally. 4. The answer: fair. Of the 36 ways two dice can land, 18 give an odd sum and 18 an even one. Dice: two. Players: 2. Grades: 4 to 5. Skill: testing whether a game is fair.
  • Is a Six Harder to Roll? 1. Guess first: is a 6 harder to roll than a 1? 2. Each player rolls one die 30 times and tallies every face. 3. Add the class's tallies together. 4. The answer: no. Each face of a fair die has the same chance, one in six, so 30 rolls give each face about 5. Dice: one. Players: 1 to 30. Grades: 2 to 3. Skill: equally likely outcomes.
  • Pick Three Sums 1. Each player secretly writes three different sums from 2 to 12. 2. Roll two dice 20 times. 3. Score a point each time one of your sums comes up. 4. Work out the best choice afterward: 6, 7 and 8 together cover 16 of the 36 ways. Dice: two. Players: 2 to 6. Grades: 6 and up. Skill: comparing chances.
  • Thirty-Six Rolls 1. Write the sums 2 to 12 across the page. 2. Roll two dice 36 times and tally each sum. 3. Compare with the ways each sum can land: 1, 2, 3, 4, 5, 6, 5, 4, 3, 2, 1. 4. Talk about why your tally is close to that shape and not the same. Dice: two. Players: 1 to 4. Grades: 6 and up. Skill: expected and observed results.
  • Two-Dice Horse Race 1. Draw horses numbered 2 to 12, each six boxes from the finish. 2. Everyone picks a horse. 3. Roll two dice and move the horse with that sum one box. 4. The first horse home wins. Why 7 so often: of the 36 ways two dice can land, six add up to 7, and only one each to 2 and to 12. Dice: two. Players: 2 to 11. Grades: 4 to 5. Skill: counting outcomes of two dice.

How this list was compiled: Written by the Game Night Generator editors on 2026-10-03, in our own words; the games are the editors' own versions of classroom standbys, and the grade bands are our estimates, not a curriculum. Each game names the one skill it practices. Counters only keep score. Every statement about chance was worked by script from the 36 equally likely ways two dice can land. That count, the single way to make 2 and the six ways to make 7 were checked on 2026-10-03 against English Wikipedia, Sample space (https://en.wikipedia.org/wiki/Sample_space), and that 7 is more likely than 2 or 12 against Dice (https://en.wikipedia.org/wiki/Dice), both licensed CC BY-SA 4.0. Licence: own work