Round the Clock Dice Game

Throw the numbers 1 to 12 in order with two dice, one throw a turn, and be first to 12.

  1. 1: Write each player's name on paper with the numbers 1 to 12 beside it.Two dice, and a pencil to cross numbers off. Two to four players keeps the turns coming.
  2. 2: Everyone throws to see who starts: the highest throw goes first.Turns then pass around the table.
  3. 3: On your turn, throw both dice once. Everyone starts by going for a 1.One throw is a whole turn, hit or miss.
  4. 4: For the numbers 1 to 6, the number may show on either die or be the total of both.Going for 5: a 5 on a die, a 4 and a 1, or a 3 and a 2 all count.
  5. 5: For the numbers 7 to 12, only the total of both dice counts.A 6 on one die is no help once you are past 6.
  6. 6: Hit your number and you cross it off. Next turn you go for the next one.The numbers come in order. A 9 thrown while you need a 3 is a miss.
  7. 7: Miss and nothing happens. You try for the same number next turn.Nobody is ever sent back or knocked out.
  8. 8: The first player to cross off 12 wins.The 12 needs double 6, so the lead can change hands at the very end.

How it works

The Round the Clock dice game is a race with no choices to make: cross off 1, then 2, on up to 12. The early numbers fall fast, and the 12 keeps everyone waiting, because only double 6 will do.

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Instructions for the Round the Clock dice game

Each turn is one throw of two dice at the next number on your list. The two number sheets show every throw that hits each number, and how many of the 36 possible throws that is: 16 for a 6, 6 for a 7 and a single one for the 12.

How long a game takes

A player throwing alone needs about 104 throws to get from 1 to 12, and the last six numbers take about 88 of them. For a quicker game, Shorter games and a clock face stops the race at 6 or at 11, or lets a hit earn another throw.

  • Playing with young children? Sketch the clock face and let each player say the hour they land on.

Questions and answers

How do you play Round the Clock with dice?

Each player in turn throws two dice once, going for the numbers 1 to 12 in order. A hit crosses the number off, and a miss changes nothing. The first player to cross off 12 wins.

Can you add the dice together in Round the Clock?

Yes. For 1 to 6 the number may show on either die or be the total of both, so a 3 and a 2 hit a 5. For 7 to 12 the total is the only way.

How do you roll a 1 with two dice?

One of the two dice has to show a 1, since no total is that low. It happens on 11 throws in 36, a little under one throw in three.

Is the dice game Round the Clock good for kids?

Yes. It asks only for counting to 12 and adding two dice. One rule page lists it as a game for kids and families, and the clock face version helps young children learn the hours.

All 34 rows

Standard game (two dice) 8

  • 1: Write each player's name on paper with the numbers 1 to 12 beside it. Two dice, and a pencil to cross numbers off. Two to four players keeps the turns coming.
  • 2: Everyone throws to see who starts: the highest throw goes first. Turns then pass around the table.
  • 3: On your turn, throw both dice once. Everyone starts by going for a 1. One throw is a whole turn, hit or miss.
  • 4: For the numbers 1 to 6, the number may show on either die or be the total of both. Going for 5: a 5 on a die, a 4 and a 1, or a 3 and a 2 all count.
  • 5: For the numbers 7 to 12, only the total of both dice counts. A 6 on one die is no help once you are past 6.
  • 6: Hit your number and you cross it off. Next turn you go for the next one. The numbers come in order. A 9 thrown while you need a 3 is a miss.
  • 7: Miss and nothing happens. You try for the same number next turn. Nobody is ever sent back or knocked out.
  • 8: The first player to cross off 12 wins. The 12 needs double 6, so the lead can change hands at the very end.
Show all 34 rows (26 more)

Numbers 1 to 6: a die or the total 6

  • 1: A 1 on either die. Nothing adds up to 1. 11 of the 36 ways two dice can land.
  • 2: A 2 on either die, or double 1. 12 ways in 36: one throw in three.
  • 3: A 3 on either die, or a 1 and a 2. 13 ways in 36.
  • 4: A 4 on either die, a 1 and a 3, or double 2. 14 ways in 36.
  • 5: A 5 on either die, a 1 and a 4, or a 2 and a 3. 15 ways in 36.
  • 6: A 6 on either die, a 1 and a 5, a 2 and a 4, or double 3. 16 ways in 36: the easiest number on the clock.

Numbers 7 to 12: the total only 7

  • 1: Seven is a 1 and a 6, a 2 and a 5, or a 3 and a 4. 6 ways in 36: one throw in six.
  • 2: Eight is a 2 and a 6, a 3 and a 5, or double 4. 5 ways in 36.
  • 3: Nine is a 3 and a 6, or a 4 and a 5. 4 ways in 36: one throw in nine.
  • 4: Ten is a 4 and a 6, or double 5. 3 ways in 36: one throw in twelve.
  • 5: Eleven is a 5 and a 6. 2 ways in 36: one throw in 18.
  • 6: Twelve is double 6 and nothing else. 1 way in 36. On average it takes 36 turns.
  • 7: The first six numbers go by in about 16 throws. The last six take about 88. Counted for one player: about 104 throws on average from 1 to 12.

Shorter games and a clock face 6

  • 1: Half the clock (ours): the first player to cross off 6 wins. Every number up to 6 comes up on about a third of all throws or more.
  • 2: Stop at 11 (ours): leave the 12 out. It cuts the average game by about a third.
  • 3: Roll on (ours): a hit earns another throw at once. Your turn ends on the first miss.
  • 4: Three throws a turn (ours): everyone throws three times, hit or miss. Each hit still moves you on by one number.
  • 5: Clock face: sketch a clock and start every player's counter on the 12. Move one hour for each hit. The first counter back at 12 wins. A version for young children.
  • 6: Solo (ours): play alone and count your throws from 1 to 12. About 104 is average. Try to beat your own best.

Table rulings 7

  • 1: One number a throw, even when the dice could cover two. Needing 2 and throwing a 2 and a 3 crosses off the 2 only. The 3 waits for your next turn.
  • 2: Both dice show your number: it still counts once. Double 4 while you need 4 crosses off the 4 and nothing more.
  • 3: Up to 6, a total is as good as a die. Needing 6, a 4 and a 2 is a hit.
  • 4: Past 6, a single die never counts. Needing 7 and throwing a 6 and a 3 is a miss: the total is 9.
  • 5: No saving a throw for later. A double 6 thrown while you need a 4 is worth nothing.
  • 6: The game ends the moment someone crosses off 12. Our ruling: players later in the round get no last throw.
  • 7: A die that leaves the table or leans: throw both dice again. Our ruling.

How this list was compiled: Written for this site on 2026-10-08, in our own words. Round the Clock is a traditional game with no governing body. The standard game (two dice; the numbers 1 to 12 thrown in order, one throw a turn; for 1 to 6 either die or the total of both; for 7 to 12 the total only; the first player to reach 12 wins) was checked on 2026-10-08 against a reference site for traditional dice games, https://www.dice-play.com/Games/RoundTheClock.htm. The clock-face version for young children, a throw to decide who starts, one number a turn and two to four players were checked the same day against https://gamerules.com/rules/round-the-clock/. The shorter games marked ours, the solo game and the other table rulings are this site's own suggestions and are not official. The ways and the averages were counted from the 36 ways two fair dice can land. Licence: own work