Play Pig Dice, a one-die race to 50 or 100 points, against the computer at three levels or a friend on the same device.
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Press Roll, or R. Press Bank, or B, to add the turn total to your score. Roll a 1 and the turn total is lost. The first to reach the goal wins on the spot. Changing a setting starts a new game.
Easy banks as soon as its turn total reaches 15. Medium banks at 20, the point where one more roll stops being worth it on average; when you are close to winning and ahead of it, it keeps rolling for longer, up to 32, or until it can win. Hard plays the best possible game: for every pair of scores and every turn total (about half a million positions in a 100-point game) it works out the exact chance of winning if both sides play perfectly, then rolls or banks, whichever is higher. A player who starts a 100-point game and plays perfectly wins about 53 percent of the time, so even Hard can be beaten.
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Be the first to reach 100 points (or 50, if you pick the shorter race). On your turn you roll one die as many times as you like.
Pick The computer or A friend on this device, a computer level (Easy, Medium or Hard) and the race length. Changing any of them starts a new game. After a finished game the next one starts with the other player, and your wins against the computer are counted separately for each level and race length.
Controls. The Roll and Bank buttons are large, normal buttons. While focus is inside the game you can also press R to roll and B to bank. The die shows its dots (a 1 is one dot in the middle, and the turn total shows an “Oops” note in words as well as a coloured ring, so colour is not the only signal). The status line says what happened after every roll and bank, including what the computer did. If your system asks for reduced motion, the die does not tumble and the banner does not move. The computer waits while the tab is hidden.
| Level | Rule |
|---|---|
| Easy | Banks as soon as the turn total reaches 15. |
| Medium | Banks at 20. If you are within 25 points of the goal and ahead of it, it rolls on until 32, or until it can win. |
| Hard | Plays the best possible game. |
Banking at 20 is not a guess. A roll adds 2 to 6 (average 4) five times out of six and loses the whole turn total once in six, so one more roll is worth (20 minus the turn total) / 6 points on average. That is positive below 20 and negative above it. The tests add up the six outcomes for every turn total from 0 to 40 to check it, work out the exact average score of a turn for every bank target from 2 to 60, and find that 20 and 21 tie for the best, at about 8.14 points a turn.
Hard is solved before it moves. For every combination of your score, the opponent’s score and the current turn total (about half a million positions in a 100-point game) it works out the exact chance that the player to move wins when both sides play perfectly. Banking leads to a position with a bigger score total; the only way back is a 1, which swaps the two scores. So the solver goes from the biggest score total down, and sweeps the two mirror positions together until their values settle. Then at each position Hard simply rolls or banks, whichever has the higher chance.
The tests check this in four ways:
At the start of a 100-point game, Hard banks at about 21. It keeps rolling when the opponent is about to win, because banking would not help.
The tests play 2,160 complete games: every level against every level, both race lengths and both starting players, 60 games each. Every game ended with one winner at or above the goal and the other below it. The die is a fair six-sided die; with a seeded generator each face came up within one percentage point of a sixth over 60,000 rolls.
Your win counts are small whole numbers kept in your browser under one key, up to six of them (three levels, two race lengths), capped at 9,999. The page address holds the opponent, level and race length. Nothing is uploaded and there is no account.
For informational purposes only. Not financial, medical, or legal advice. You are solely responsible for how you use these tools.