Roll for a temporary turn total, then decide whether to bank it before a one wipes the turn.
Suggested group
2–8
Plan for
15–20 minutes
Bring
One ordinary die and score sheet
Set a fixed length
Use one ordinary six-sided die and a flat tray. Play five complete circuits so everyone has the same number of turns. A circuit ends after every player has had one turn. Write all names and the agreed order on the record. Start permanent scores at zero. The game uses points only; attach no money, gifts, penalties or real-world wagers to them.
Take a turn
Reset the temporary turn total to zero. Roll once. A 2, 3, 4, 5 or 6 adds that face value to the temporary total. Before each further roll, choose either “bank” or “roll.” Banking adds the temporary total to the permanent score and ends the turn. A 1 ends the turn immediately and makes its temporary total zero; already banked points from earlier turns remain safe. The next player then starts at zero.
Resolve physical rolls
A die must land flat inside the tray. If it falls off the table or rests leaning against an object, reroll that roll without changing either total. Announce this rule before starting. Do not let one player choose whether to keep an awkward result after seeing it. A player may ask the host to roll on their behalf and still make the bank-or-roll decisions themselves.
Worked turn
Your permanent score is 12. You roll 4, then 5, giving a temporary total of 9. If you bank now, your permanent score becomes 21. If instead you roll again and get 1, your temporary total becomes zero and your permanent score stays 12. A one never subtracts all previously banked points. Write the outcome only when the turn ends, then pass the die.
Equal turns and finish
Keep each turn to at most six valid rolls: after the sixth non-one result, bank automatically. This bounds waiting time without rewarding speed. After five complete circuits, compare permanent scores. Equal scores remain tied. An optional shorter game has three circuits, announced at the start. There is no need to describe a player as brave or timid; the choice is just part of the game. Ask what information influenced a decision without telling people how they should have felt.
Printable materials
Preview before printing at 100% scale; turn off browser headers and footers. Keep host answers separate. This is a manual tabletop kit, not computer opposition or an automatic judge.
Bank or roll · Five equal circuits
Roll 1: lose only this turn total. Maximum six valid rolls per turn, then bank automatically.
Player
1
2
3
4
5
Total
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Reusable turn worksheet
Roll
Face
Temporary total
Bank / roll
1
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2
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3
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4
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5
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6
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Worked example: permanent 12; rolls 4,5 give temporary 9. Bank → 21. Next roll 1 → permanent stays 12. No money or wagers.