Lucky Roll

Welcome to Lucky Roll, a tournament-style dice game blending elements of Farkle and Yahtzee where each player competes individually to earn the highest score. There are two separate tournaments: Wednesday/Saturday at 4 PM Eastern and Sunday/Thursday at 5 PM Eastern.

Lucky Roll is played over a series of 25 games, with the first 20 serving as qualifying games and Games 21 through 25 serving as semifinal games, followed by a championship game. Players earn points based on the combinations rolled during their turns, and their scores are used to determine their overall tournament ranking.

Before the Game Begins

Before each game, the scorekeepers create a roster of the players who are present. Players take their turns in alphabetical order. Once the game begins, the initial roster is set. Players who arrive during a round may join the game when the active roller calls for new players at the end of that round.

The active roller then rolls six dice to select the Lucky Number for that day's game. Whenever the Lucky Number appears during a player's turn, the player earns a potential 500-point bonus, regardless of how many dice were rolled. The bonus is added to the player's score only when the player stops and saves a valid score. If the player loses the points accumulated during that turn, the Lucky Number bonus is also lost.

How a Turn Works

At the beginning of your turn, the active roller will call your name and roll six dice.

After hearing your dice, you must give the roller two pieces of information:

  1. What you have — either identify the scoring dice you hear or give the number of points you have accumulated during the current turn.
  2. What you want to do next — tell the roller how many dice you want rolled again, or say that you want to stop and keep your points.

You must accumulate at least 1,000 points during a turn to get on the board for the first time. Once you are on the board, you may stop and save a score of at least 300 points. When you stop with a valid score, the points accumulated during that turn are added to your overall score.

If all six dice score, you receive the appropriate points and all six dice may be rolled again if you choose to continue, allowing you to accumulate additional points during the same turn.

You may continue rolling as long as each roll contains scoring dice. If a roll contains no scoring dice, you lose all points and Lucky Number bonuses accumulated during that turn and gameplay moves on to the next player.

If a player's overall score reaches or exceeds 10,000 points during the round, game point has been reached and the next round becomes the final round.

After the final player on the roster has taken their turn, the active roller will ask whether any new or returning players have joined the game during that round, unless game point has been reached.

New players added during Round 1 will each be given a turn before Round 1 is considered complete and will then be placed alphabetically in the roster. New players added during Round 2 or any subsequent round will be placed alphabetically in the roster and begin playing with the next round.

Score totals are announced at the end of Round 2 and at the end of each round thereafter. After the final round is completed, the player with the highest overall score wins the game.

Scoring Values

6 dice combos: 2,000 points:

  • 6 dice straight,
  • 6 of a kind,
  • Double triple,
  • Triple double.

5 dice combos: 1,500 points:

  • 5 of a kind,
  • 5 dice straight,
  • Full House (3 of a kind plus a pair).
  • 4 of a kind: 1,000 points,
  • 3 of a kind: 100 times the number of the dice except triple ones which is worth 300 points
  • 1: 100 points
  • 5: 50 points

Game Policies

  1. Outside Assistance and Player Connections: Each player must make their own decisions and give their own instructions during their turn. Players may not receive assistance from another person in the game room, by telephone, text, another device, or by any other means.

A player who is connected to the game through their own device must give their instructions through that connection. If a player is unable to connect because of technical difficulties, they may participate through another player's connection, provided that the player personally gives all instructions during their turn.

If assistance is given, the player receiving the help will keep only the points established by their last valid instruction before the assistance occurred. A player who provides assistance will lose their next turn.

  1. Replaying the Dice: A player may request that their dice be replayed no more than twice during a game. A replay requested by the active roller or a scorekeeper because of interference, uncertainty, or a technical problem does not count against the player's two requests. Only the active roller may replay or repeat the dice. If another player repeats or describes the current player's dice, it will be considered outside assistance and Policy 1 will apply.
  2. Absent or Unresponsive Players: At the beginning of a player's turn, the active roller will call the player's name and roll the dice. If the player does not respond within approximately three seconds, the roller will call their name a second time. If there is still no prompt response, the player will be considered absent and play will move to the next player.

After a player has responded and begun their turn, they are expected to remain attentive and respond promptly after each roll. If the player becomes unresponsive during their turn, the active roller will call their name once. If the player does not respond promptly, their turn ends and they keep the points established by their last valid instruction, provided that amount qualifies as a valid saved score.

After missing a turn, the player's name will be called only once on their next scheduled turn. If the player does not respond, they will be considered absent and continue to be skipped until they announce their return when the active roller calls for new or returning players at the end of a round.

  1. Giving a Valid Instruction: A player has two opportunities to give the active roller a valid instruction. If the player does not give a valid instruction after the second attempt, their turn ends and they keep the points established by their last valid instruction, provided that amount qualifies as a valid saved score. Points from the roll for which the player failed to give a valid instruction are not added.
  2. Technical Difficulties: If a player experiences a technical problem during their turn that prevents them from hearing the dice or giving instructions, they should leave the room to indicate that they are having difficulty. The active roller will wait up to 30 seconds for the player to return. If the player returns within that time, the dice will be replayed. Otherwise, play will move to the next player.
  3. Speaking During Gameplay: Only the active player, active roller, and designated game personnel should speak during a player's turn when necessary to perform their assigned responsibilities. Other players should not interrupt gameplay to correct another player's instructions, report another player's arrival or departure, announce scores, or otherwise assist in conducting the game.

If the active roller makes a procedural error, the alternate roller or any of the designated scorekeepers may bring it to the roller's attention.

Only one official should need to address an issue. Once an authorized game official has responded, other officials and players should allow the active roller to correct the issue and continue gameplay.

  1. Background Noise: Players must ensure that the active roller and scorekeepers can clearly hear their instructions. If a player is asked to reduce excessive background noise, they must do so before continuing to play.
  2. Policy Enforcement: Most minor or accidental rule violations will be addressed with a reminder or correction so that gameplay can continue. Specific penalties stated in these rules will be applied as written.

Repeated, deliberate, or disruptive violations may be referred to the Tournament Manager or their designee, who may impose an appropriate penalty when necessary. Any situation not specifically addressed by these rules will be handled at the discretion of the Tournament Manager or their designee.

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