Total Score: 0

Roll History

About the 3D Realistic DicePal Tool

Welcome to RandomDecidePal's free web-based 3D dice simulator. This tool is designed for tabletop games requiring random numbers (like TRPGs, Monopoly), classroom interactions, and daily decision-making. We use a smooth 3D physics animation buffering algorithm to ensure every roll is completely random and visually realistic.

How to use: Simply enter the required "Dice Count" and expected "Time (s)" above, click the button or press the Enter key on your keyboard to quickly generate random numbers. The system will automatically calculate the total sum for you and keep a history of your rolls below for easy reference.

🎲 Dice Game Rules Collection

🎩
Three Man Three Man
— 2 Dice · 3–10 Players · Requires a Hat
Three Man
Three Man
🎲 2 Dice 👥 3–10 Players Requires a Hat 🎩
— 🎩 —
Game Concept
This is a win-less, pure drinking social dice game.
There is always one player designated as the "Three Man" — whenever any player rolls a dice containing a 3, the Three Man must take a drink.
Other dice combinations trigger different drinking rules, and the game loops infinitely until everyone has had enough.
Before Starting: Choose the Three Man
1. Everyone sits in a circle, taking turns rolling 1 die.
2. The first person to roll a 3 becomes the "Three Man" and wears the hat.
3. Once the Three Man is determined, the game officially starts, using 2 dice, and rolling in a clockwise direction.
Roll Results Table (Sum of 2 Dice)
Sum Who Drinks Description
3 Three Man 🎩 Three Man drinks Core Rule
7 Person to the Left Pass damage to the left
9 Person to the Right Pass damage to the right
10 Everyone Cheers! Everyone drinks
11 Roller Themselves Drink yourself
Other No One Skip, pass to the next person
Doubles
1+1, 2+2…
Assigned Player(s) See "Doubles Rule" below Special
12
6+6
Make a new rule, permanently active for the game Special
Three Man: Detailed Rules
⚠️ Note: "Containing a 3" isn't just a sum of 3!
If any single die shows a 3 (e.g., 3+5, 3+3) or the sum of the two dice is 3 (1+2), the Three Man must take a drink.

How to escape being the Three Man?
When the Three Man rolls on their turn and gets a result containing a 3, they can pass the hat and title to any other player.
* If a player other than the Three Man rolls a 3 → It only triggers the Three Man to drink, the role doesn't change.
Doubles Rule
The roller can assign the 2 dice all to one person, or one to two different people.
The assigned players roll their dice, and the number they roll is the amount of sips (or seconds) they must drink.
⚠️ If an assigned player also rolls doubles, they return the dice to the original roller, who must then drink double.
Example Round (3 Players: A, B, C; A is Three Man)
Player B's Turn Three Man takes a hit
B rolls 2 dice ⚂ ⚀ (3+1=4, but one die is a 3) → Contains a 3! Three Man A drinks 🥤
B retains the turn (because the result contained a 3, it's not "Other").
Player C's Turn Doubles appear
C rolls 2 dice ⚃ ⚃ (4+4, Doubles!) → C gives both dice to A
A rolls: ⚄ ⚁ (5+2=7) → A takes 7 sips.
Player A's Turn Escaping Three Man!
A rolls (as Three Man) ⚁ ⚀ (2+1=3!) → A can pass the hat to anyone! Chooses B.
B is the new Three Man 🎩
Player D's Turn Making a Rule
D rolls ⚅ ⚅ (6+6=12) → D makes a new rule:
"From now on, everyone must say 'Cheers' before drinking, otherwise take an extra sip."
💡 Hat Suggestion: The more ridiculous, the better—it's the visual focus of the game and the target of mockery, greatly adding to the fun. Find the weirdest hat possible!
Search Keywords: how to play three man, three man game rules, three man dice game, Three Man drinking game, party dice rules
Ship · Captain · Crew Ship · Captain · Crew
— 5 Dice · Max 3 Rolls
Ship · Captain · Crew
Ship · Captain · Crew
🎲 5 Dice Max 3 Rolls Lowest Score → Drinks 🥤
— ⚓ —
Goal: Collect Three Cards in Order
6
🚢 Ship
5
⚓ Captain
4
🧑‍✈️ Crew
Rest
📦 Cargo Score
⚠️ Strict Sequence: You cannot lock a 5 without a 6, and you cannot lock a 4 without a 5.
If you don't collect all three after 3 rolls → Automatic 0 points, take a drink penalty.
Turn Flow
1
Roll All 5 Dice
Check if you rolled a 6 (Ship).
✅ Yes → Lock it, look for the next target.
❌ No → Re-roll everything (cannot lock a 5).
2
Re-roll Remaining Dice (Max 2 more times)
After each roll, lock satisfied dice in order, re-roll the rest.
Once you have 6·5·4, the remaining 2 dice become your Cargo Score.
3
Decision: Keep Cargo Score or Re-roll for Higher
If you still have rolls left after collecting 6, 5, 4, you can re-roll the Cargo dice for a higher score.
⚠️ Once re-rolled, the original score is void; you must accept the new result (even if lower).
Example Round (2 Player Match)
Player A ✅ 10 pts
1st Roll (5 dice) ⚄ ⚅ ⚂ ⚅ ⚀ → Locks ⚅(Ship) ⚄(Captain)
2nd Roll (3 dice) ⚃ ⚁ ⚄ → Locks ⚃(Crew)! Set complete! Cargo = 2+5 = 7 pts
3rd Roll (Re-rolling Cargo) ⚄ ⚄ → 5+5 = 10 pts! Big win
Final 10 pts
Player B ❌ 0 pts
1st Roll (5 dice) ⚂ ⚂ ⚁ ⚀ ⚄ → No 6, cannot lock 5, re-roll all
2nd Roll (5 dice) ⚅ ⚃ ⚂ ⚀ ⚀ → Locks ⚅(Ship), no 5, re-roll 4
3rd Roll (4 dice) ⚁ ⚀ ⚀ ⚂ → No 5, out of chances
0 pts, drinks penalty 🥤
💡 Think twice before re-rolling cargo: Player A rolled again with 7 pts and got lucky with 10—but if they rolled 1+1=2, their final score would be 2, potentially making them the loser.
Search Keywords: how to play ship captain crew, ship captain crew rules, 5 dice games, Ship Captain Crew dice game, bar dice games
🎲
Farkle Farkle
— 6 Dice · 2–8 Players · Target 10,000 pts
Farkle
Farkle
🎲 6 Dice 👥 2–8 Players Target: 10,000 pts
— 🎲 —
Game Concept
This is a score accumulation + risk/reward strategic dice game.
Each turn you can keep re-rolling to stack points, but the moment you roll a "Farkle" (no scoring dice), all accumulated points for that turn are wiped out.
The first to reach ≥ 10,000 points triggers the final round, giving everyone else one last chance to catch up. The highest score wins, the lowest accepts a penalty.
Turn Flow
1
Roll all 6 dice
Check for dice matching the scoring rules (see table below).
If there are no scoring dice → Farkle! Turn points become zero, pass to the next player.
2
Lock at least 1 scoring die
You must keep at least 1 valid scoring die, but you don't have to keep all of them.
⚠️ Key: Dice from different rolls in the same turn cannot be combined to make new combinations.
Example: Locking two 5s in Roll 1, then rolling another 5 in Roll 2 does not equal Three-of-a-kind. It's just 3 × 50 = 150 points.
3
Decision: Bank or Press Your Luck
Bank: Add this turn's score to your total, end turn, pass to the next.
Press: Re-roll remaining unlocked dice to chase a higher score—but a Farkle ruins it all.
Scoring Table
Combination Points Notes
Single 1 100 pts One of the few standalone scoring dice Base
Single 5 50 pts One of the few standalone scoring dice Base
⚀⚀⚀ Three 1s 1,000 pts Highest value 3-of-a-kind
⚁⚁⚁ Three 2s 200 pts Three-of-a-kind = Number × 100
⚂⚂⚂ Three 3s 300 pts
⚃⚃⚃ Three 4s 400 pts
⚄⚄⚄ Three 5s 500 pts
⚅⚅⚅ Three 6s 600 pts
Four of a Kind (Any) 3-of-a-kind × 2 Example: Four 5s = 500 × 2 = 1,000 pts
Five of a Kind (Any) 3-of-a-kind × 4 Example: Five 5s = 500 × 4 = 2,000 pts
Six of a Kind (Any) 3-of-a-kind × 8 Example: Six 5s = 500 × 8 = 4,000 pts
Three Pairs (6 dice) 750 pts Example: 1-1, 4-4, 6-6
Straight 1-2-3-4-5-6 (6 dice) 1,500 pts Triggers Hot Dice
Special Rules
💀 Farkle (Bust)
If a roll yields no scoring dice → All accumulated points for this turn drop to zero, and your turn ends immediately.

⚠️ Three Consecutive Farkles → Minus 1,000 points!
Even if your total is under 1,000, it becomes negative.
🔥 Hot Dice
When all 6 dice score (all locked), you can pick up all 6 dice and keep rolling for this turn—points continue to accumulate.
⚠️ If you Farkle after a Hot Dice roll, all points for the turn (including the prior 6 dice) are lost.
Bank vs Risk: Decision Making
✅ Bank Recommended
Only 1–2 dice left to roll, high Farkle chance.
You've amassed 300+ points this turn.
Opponent is nearing 10,000, playing it safe to hold rank is wiser.
⚠️ Worth the Risk
You have 4+ dice left to roll, good chance to score.
Turn score is low, banking adds little value, worth pressing.
Triggered Hot Dice, 6 fresh dice resets the risk curve.
Example Turn
Player A's Turn
Roll 1
6 dice
⚀ ⚂ ⚂ ⚂ ⚄ ⚅ → Locks ⚀(1 = 100) + ⚂⚂⚂(Three 3s = 300) + ⚄(5 = 50), leaves 1 unlocked ✅ Decision: Greedy, rolls the 1 remaining die
+450Total 450
Roll 2
1 die
→ 5 = 50 pts, locks it. Now all 6 dice are locked → 🔥 Hot Dice! Can re-roll all 6 ✅ Decision: Hot Dice triggered, resets dice, continues
+50Total 500
Roll 3
6 dice reset
⚁ ⚁ ⚂ ⚃ ⚅ ⚅ → No 1s, no 5s, no 3-of-a-kind, no scoring combo → 💀 Farkle! ❌ All 500 points this turn lost
Zeroed0 pts this turn
⚠️ Hot Dice is an opportunity and a trap—rolling 6 dice and Farkling isn't uncommon. 0 pts
💡 Drink Penalty Suggestion: Drink 1 sip on a Farkle; drink 3 sips for three consecutive Farkles (-1,000 pts); the player with the lowest total score drinks the most at the end.
Search Keywords: how to play farkle, farkle game rules, Farkle dice game, 10000 points dice game, 6 dice tabletop rules
🎭
Liar's Dice Liar's Dice
— 5 Dice Each · 2–6 Players · Requires Cups
Liar's Dice
Liar's Dice
🎲 5 Dice Per Person 👥 2–6 Players Requires Opaque Cups 🎭
— 🎭 —
Game Concept
This is a game of bluffing and psychological warfare.
Everyone hides their dice under a cup, looking only at their own. Players take turns bidding on the "table's total"—claiming there are at least X number of a certain face value among all dice in play, but no one can fully verify it.
When you think the previous player is lying, you call "Liar!", and all cups are lifted. The loser loses a die and takes a drink. The last player with dice remaining wins.
Preparation
1. Everyone gets 5 dice and an opaque cup (use hands if no cup).
2. Everyone shakes their dice simultaneously, places the cup face down, and peeks at their own dice secretly.
3. Rock-paper-scissors or roll to see who bids first, then play proceeds clockwise.
What is a Bid?
Quantity
At least how many in play
Face Value
Which number (1-6)
Example: "Three 5s" = Claiming that out of all dice on the table, at least 3 of them are showing a 5.
⚠️ Bids apply to the entire table, not just your own dice.
Turn Flow
1
Bid (Must be higher than the previous)
Your bid must be higher than the last one:
Increase Quantity: Three 5s → Four 5s
Increase Face Value: Three 5s → Three 6s or Four 2s
❌ Decreasing quantity or decreasing face without increasing quantity is illegal.
2
Decision: Raise Bid or Call "Liar!"
Raise Bid: Offer a higher bid, pass to the next.
Call "Liar!": Accuse the previous player of bluffing, immediately revealing all dice.
⚠️ Only the next player in turn can challenge the previous bid.
3
Reveal: Lift All Cups
Count the total number of the bid's face value across the entire table to determine the winner.
Challenge Results
Actual Quantity Result Penalty
≥ Bid Quantity ✅ Bidder Wins Challenger drinks, loses 1 die
< Bid Quantity ❌ Bidder Loses Bidder drinks, loses 1 die
Special Rules
🃏 Wild Ones (Optional Rule)
If enabled: 1s count as any face value when counting for a bid.
Example: Bid "Four 5s", table has three 5s and two 1s → Actual count is 5, bid succeeds.
💀 Elimination
Lose a challenge → Lose 1 die. Hit zero dice → Eliminated, finish your drink.
The last player with dice remaining wins.
Example Round (A, B, C; 5 dice each)
Hidden Dice (Kept Secret)
Player A
⚀ ⚀ ⚂ ⚃ ⚄Two 1s, One 3, One 4, One 5
Player B
⚄ ⚄ ⚄ ⚁ ⚂Three 5s, One 2, One 3
Player C
⚀ ⚂ ⚂ ⚅ ⚅One 1, Two 3s, Two 6s
A:"Two 5s"
B:"Four 5s" — B has 3 themselves
C:"Liar!"
Cups up! Total 5s: A has 1 + B has 3 + C has 0 = Total Four 5s
Bid succeeds → B wins, C's challenge fails. C drinks and loses 1 die.
💡 Strategy Tip: In a 6-player game (30 dice), each number appears 5 times on average. The fewer dice in play, the higher the bids become, and the more likely someone is bluffing.
Search Keywords: how to play liar's dice, liar's dice rules, bluffing dice game, bar dice bluffing rules
🇲🇽
Mexicali Mexicali
— 2 Dice · 3+ Players · Requires Cup
Mexicali
Mexicali · Mexico · 21
🎲 2 Dice + Cup 👥 3+ Players Requires cup to hide dice
— 🎭 —
Game Concept
This is a game of deception and calling bluffs. Each player rolls the dice, hides them under a cup so only they know the result, and declares a score to the next player. They can tell the truth or lie.
The next player must choose to believe and continue, or call "Liar!" to challenge. The loser drinks, and the drink amount increases as the lie multiplier stacks up.
How to Read the Score
⚅ ⚂
Roll 6 and 3
63
Larger digit first = 63 pts
Rule: Larger number goes first, smaller number second. Example: 4 and 2 = 42; 1 and 6 = 61.
Higher is better—you must declare a score equal to or higher than the previous player's declaration, otherwise, you must lie.
Special Scores
21
MEXICALI 👑
Highest score, caught lying → Drink whole cup
31
REVERSE 🔄
Reverses turn direction
32
SOCIAL 🥂
Everyone takes 1 sip, counter resets
11
Doubles
Doubles = value×100 (1-1 is highest)
Rankings (High→Low): Mexicali (21) > Doubles (1-1 highest, 6-6 lowest) > Normal (65 highest, 31 lowest)
Turn Flow
1
Roll, Peek, Declare
Peek at the result, don't let others see, then declare a score to the next player.
⚠️ The declared score must be ≥ the previous player's. If your actual roll is lower, you must lie.
2
Counter +1
If the next player believes you and continues, the penalty counter goes up by 1, and the cup is passed.
⚠️ The counter tracks the number of sips at stake.
3
Next Player Decision: Believe or call "Liar!"
Whenever it is your turn, you can call "Liar!" on the previous player, immediately lifting the cup to verify.
Calling "Liar!" Results
❌ Previous player was lying
Actual score is lower than declared.
Previous player drinks the counter's worth of sips.
If a fake Mexicali was caught → drinks whole cup.
✅ Previous player was truthful
Actual score is ≥ declared score.
Challenger drinks the counter's worth of sips.
Counter resets, game restarts from the challenger.
Example Round (A, B, C, D)
A Full Cycle
A Rolls
⚂ ⚀ = 31 Reverse!Direction becomes counter-clockwise, counter +1, next is D
Counter: 1
D Rolls
⚁ ⚁ = Doubles 22 (200 pts)D declares "Mexicali! 21" — Lie!
Counter: 2
C Challenges
"Liar!"Revealed: Actual is 22 (200 pts), not Mexicali
D drinks 2 sips!
Counter resets, restarts from D
💡 The Art of Lying: Declare a score just slightly above the previous one—declaring too high gets you caught easily. Mexicali is the ultimate weapon, but carries the highest penalty if caught.
Search Keywords: how to play mexicali, mexicali game rules, Mexicali dice rules, 2 dice bluffing game, party bluffing dice