Run for It Dice Game

Build a run from 1 with six dice for 5 points a die, or throw again and risk scoring nothing.

  1. 1: Each player throws one die. The highest throw goes first.Six dice, paper and a pencil. Two or more can play.
  2. 2: On your turn, throw all six dice. You need a 1 to start a run.A run is 1, 2, 3 and so on, with no gaps.
  3. 3: No 1 on the first throw: your turn is over, with nothing scored.It happens on one first throw in three.
  4. 4: No 1, but three or more dice alike: throw all six again.Three 4s with no 1 earn a second chance, not a score.
  5. 5: With a 1, set aside every die that carries the run on: the 1, then a 2, then a 3.From 1, 2, 3, 5, 5, 6 the 1, 2 and 3 are set aside. The 5s and the 6 do not reach.
  6. 6: Now stop and score, or throw the leftover dice for the next number.Hit it, set aside every die that extends the run, and choose again.
  7. 7: Miss the next number and the turn ends with nothing, the run so far included.That is the risk the game is named for.
  8. 8: A run you stop on scores 5 points a die. The first player to 100 wins.Write the score down before you pass the dice.

How it works

The Run for It dice game is a race to 100 points with six dice. Each turn you build a run from 1, then choose: keep it, or throw the leftover dice for the next number and risk the lot.

Read the full guide

Instructions for the Run for It dice game

A turn holds one decision. Once a 1 has started your run, every further throw either adds the next number or wipes out the turn, so the question is whether the run in front of you is worth more than the chance of a longer one. One first throw in three has no 1 at all.

When to run for it

Throw again or stop? (ours) counts the chance of hitting the next number with five, four, three, two and one die left. By the averages it pays to throw again only from a lone 1. One throw a turn (Sequences) is a simpler game, with no second throws.

Questions and answers

How do you play the Run for It dice game?

Throw six dice and set aside a run that starts at 1. Stop and score 5 points for each die in it, or throw the leftover dice for the next number. A miss scores nothing for the turn. First to 100 wins.

How many points is a run worth?

It is 5 points for each die in the run: 5 for a lone 1, 10 for 1 and 2, up to 30 for all six numbers. Only one die of each number counts, and a run that does not start at 1 scores nothing.

What happens if you do not roll a 1 in Run for It?

Your turn ends with no score. The one exception is a first throw with no 1 but three or more dice alike: you pick up all six and throw again.

How many dice do you need for Run for It?

Six ordinary dice, shared by the whole table, plus paper and a pencil for the running totals. Two or more can play.

All 33 rows

Standard game (six dice) 8

  • 1: Each player throws one die. The highest throw goes first. Six dice, paper and a pencil. Two or more can play.
  • 2: On your turn, throw all six dice. You need a 1 to start a run. A run is 1, 2, 3 and so on, with no gaps.
  • 3: No 1 on the first throw: your turn is over, with nothing scored. It happens on one first throw in three.
  • 4: No 1, but three or more dice alike: throw all six again. Three 4s with no 1 earn a second chance, not a score.
  • 5: With a 1, set aside every die that carries the run on: the 1, then a 2, then a 3. From 1, 2, 3, 5, 5, 6 the 1, 2 and 3 are set aside. The 5s and the 6 do not reach.
  • 6: Now stop and score, or throw the leftover dice for the next number. Hit it, set aside every die that extends the run, and choose again.
  • 7: Miss the next number and the turn ends with nothing, the run so far included. That is the risk the game is named for.
  • 8: A run you stop on scores 5 points a die. The first player to 100 wins. Write the score down before you pass the dice.
Show all 33 rows (25 more)

What each run scores 8

  • 1: A lone 1 scores 5. About one first throw in four stops here.
  • 2: A run of 1, 2 scores 10. About one first throw in six.
  • 3: A run of 1, 2, 3 scores 15. About one first throw in nine.
  • 4: A run of 1, 2, 3, 4 scores 20. About one first throw in 14. Five turns like it make 100.
  • 5: A run of 1, 2, 3, 4, 5 scores 25. About one first throw in 26.
  • 6: The full run, 1 to 6, scores 30. About one first throw in 65. Every die is used, so the turn ends there.
  • 7: A run has to start at 1. A 3, 4, 5 with no 1 and no 2 scores nothing.
  • 8: Only one die of each number counts. Two 2s beside a 1 still make a run of two.

Throw again or stop? (ours) 6

  • 1: Five dice left, after a lone 1: you hit the 2 on 60 throws in 100. Throw. On average it is worth close to 9 points, against 5 for stopping.
  • 2: Four dice left, after 1, 2: you hit the 3 on 52 throws in 100. Close. Stopping keeps 10, and throwing on is worth a little less on average.
  • 3: Three dice left, after 1, 2, 3: you hit the 4 on 42 throws in 100. Stop, unless you are far behind. You are risking 15.
  • 4: Two dice left, after 1 to 4: you hit the 5 on 31 throws in 100. Stop. You are risking 20.
  • 5: One die left, after 1 to 5: you hit the 6 on one throw in six. Stop, unless only 30 will save the game.
  • 6: By the averages: throw again from a lone 1, and stop on any longer run. The score of the game can change the answer: the player far behind has less to lose.

One throw a turn (Sequences) 5

  • 1: A simpler game that scores a run the same way is called Sequences, or Straight Shooter. Some tables call this one Run for It too. It has no second throws and nothing to decide.
  • 2: Throw all six dice once a turn and score the run that starts at 1. 5 points a die, as in the standard game, and a throw with no 1 scores nothing.
  • 3: All six in a row score 35 here. Some tables say 30. Agree which before the first throw.
  • 4: Three 1s in one throw wipe out your whole score so far. You start again from zero. It happens on about one throw in 16.
  • 5: Keep a running total. The first player to 100 wins. Rules vary: some tables play without the three 1s rule.

Table rulings 6

  • 1: Every die that extends the run is set aside. With a 1, a 2 and a 3 showing, you may not hold the 3 back to throw more dice. Our reading.
  • 2: The fresh throw for three alike belongs to the first throw only. Later in the turn, a throw without the next number ends the turn whatever else it shows.
  • 3: Three alike with a 1 in the throw: start the run as usual. The fresh throw is only for a first throw with no 1.
  • 4: Dice set aside stay aside until the turn ends. Only the leftover dice are thrown again.
  • 5: The game ends as soon as a total reaches 100 or more. Our ruling. The score need not be exact.
  • 6: A die on the floor or propped against something does not count. Our ruling. Throw that one die again.

How this list was compiled: Written for this site on 2026-10-08, in our own words. Run for It is a traditional game with no governing body, and rules vary. The standard game (six dice; one die thrown for the first turn; a 1 needed on the first throw; a fresh throw for three or more alike with no 1; dice set aside in a run from 1; stop and score, or throw the leftover dice and lose the turn's run on a miss; 5 points a die; first to 100; two or more players) was checked on 2026-10-08 against https://gamerules.com/rules/run-for-it/. The one-throw game called Sequences or Straight Shooter (5 points a die in a run from 1, only one die of each number counting, 35 or 30 for six in a row, three 1s wiping out the score, first to 100) was checked the same day against a reference site for traditional dice games, https://www.dice-play.com/Games/Sequences.htm. That the one-throw game is also played under the name Run for It was read the same day at https://familygameshelf.com/2021/07/06/run-for-it/. The advice on throwing again, the table rulings and the reading that every die that extends the run is set aside are this site's own and are not official. The chances were counted from the 46,656 ways six fair dice can land. Nothing is played for money: points only keep score. Licence: own work