Dice Chase

Dice Chase

Buzz Original

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Choose a scoring rule, lock matching dice, and manage a shrinking board across five rounds.

Select play mode

Practice uses a fresh roll. Daily gives everyone the same UTC-date board.

Five rounds25 dice ยท first Daily attempt counts
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How to Play

1Start by choosing one scoring rule for the turn.
2Click dice or use a tile's preview icon to test a move.
3Lock the dice you want to spend for that round.

You play five rounds with one shared board of dice. Every die you lock is removed from the rest of the run, so a good score now can make later rounds tighter.

Practice uses fresh random rolls. Daily uses the same deterministic UTC-date roll sequence for everyone and records only your first started attempt. Daily play is free and resets at the buzzgames daily cutoff.

If the board is not worth spending, you may push the round. A push scores 0, removes no dice, and rerolls the board for the next round.

Before the final round, each lock can spend up to five dice and must leave at least one die in the chase. This keeps early all-in locks from ending the run too soon.

Every selected die scores its face value when you lock it. Dice still left on the board also add their face value when the run ends.

Dice that complete your chosen set turn green, and those green dice add scorecard points plus Chase points.

Extra selected dice turn red and become stuffed dice, which still score face value plus stuffed points, but they never help scorecard points.

The preview icon on a scorecard tile selects the dice that complete that rule right now, so you can compare the score before you lock.

Fresh scorecard rules show green values. Repeated rules show red values because each repeat pays 15% less than the last use.

Example: choose Odds, then select 1, 3, 5, and 6. All four dice score face value, while the 1, 3, and 5 complete the green set and earn Odds scorecard points plus Chase points, and the 6 is red and earns stuffed points only.

Round 5 is stricter because you can only lock green dice.

Chase Boost: after your round 3 lock, you may double that round's scorecard points if you have enough dice left to pay the cost. The risk is that you lose one remaining die for each green scoring die you used, so stuffed dice do not raise the cost.

Scoring Rules

Odds
Complete 1+3+5 sets. Each set earns +15 scorecard points, or +25 in round 5.
Evens
Complete 2+4+6 sets. Each set earns +13 scorecard points, or +22 in round 5.
High Value
Complete 4+5+6 sets. Each set earns +12 scorecard points, or +21 in round 5.
Mid Value
Complete 3+4 sets. Each set earns +8 scorecard points, or +14 in round 5.
Lucky 7s
Make one each of 1+6, 2+5, and 3+4. Each unique pair earns +10 scorecard points, or +17 in round 5. Extra selected dice turn red and score only as stuffing.
Low Value
Complete 1+2+3 sets. Each set earns +14 scorecard points, or +23 in round 5.

Records

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Dice Chase saves local records on this device. Sign in with Google to save eligible records to your buzzgames profile.

Solo score attack

Dice Chase does not use rooms or ratings.

Dice Chase feature

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Choose a scorecard rule, preview matching dice, then lock a move. Practice is unlimited; Daily counts the first started attempt.

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