Six players call for games where nobody sits waiting. Mexican and Perudo keep everyone alert, and Sevens Out has turns so short the dice hardly rest.

Six players call for games where nobody sits waiting. Mexican and Perudo keep everyone alert, and Sevens Out has turns so short the dice hardly rest.

Roll two dice, shut the tiles that add up to your total, and try to close the whole box.
Roll six dice, set the scoring ones aside and stop before an empty roll takes the whole turn.
Bluff with hidden dice where ones are wild and a call of dudo decides who loses a die.
Roll five dice three times, fill the fifteen rows on the sheet and chase the 50 point bonus in the upper section.
The 1938 game Yahtzee grew out of, with twelve rows, five dice, three rolls and no upper section bonus.
Fill three columns on one score card, where the second column counts double and the third counts triple.
Fill seven categories of four boxes each over 28 rounds, then turn your dice total into the points that decide the winner.
Roll five dice up to three times and build the best poker hand at the table, no cards required.
Roll the die as many times as you dare, but a 1 wipes out the whole turn. First to 100 points wins.
Hide five dice under your cup, bid on what the whole table shows, and call out the bluffs.
Roll six dice up to three times, fill the extended score sheet and save unused rolls for later turns.
The Balkan take on Yatzy, played on a grid of four columns filled downwards, upwards, freely and on announcement.
Six rolls, exactly one die put down each time. Secure a 4 and a 1, and the other four dice give you your score.
Eleven rounds with two dice, where the goal is to hit the sums 2 through 12 in order, one per round.
Roll six dice, keep as many as you like each roll, and secure a 1 and a 4 before the other four dice count towards your score.
Roll five dice where twos and fives go dead, and score the most points before every die is gone.
Roll two dice, add a chip to the room or pocket the one already there, and hope for the pig or the king.
Roll a single die as many times as you dare and get closest to 21 without going over.
Everyone rolls five dice, chasing ones, then twos, all the way up to sixes. The first player through all six numbers wins.
Two hidden dice, claims that must keep rising and lies that cost lives. Mia, a roll of 21, beats everything.
Roll two dice and keep scoring until a seven ends your turn. The first player to 500 points wins.
Aces feed the pot and sixes go to your neighbour, and whoever holds the last chip must roll three times without a six.
Bet on small, big, single numbers or triples, then let the banker reveal three dice from under the cup.
Open rolls with two dice where the lowest roll costs a life and 21 beats everything.
Roll two dice around a ring of numbered spaces, and empty the jackpot when the sum comes up seven.
Roll three dice and count hits on the point number. Land on exactly 15 points to step out, and the last player left loses.
Roll six dice, set scoring dice aside and stop before a farkle wipes out your turn.
Roll the die and draw a beetle part by part. The body comes first, and the first complete beetle wins the round.
Shooter and fader stake the same amount, then roll two dice: 3-3, 5-5, 6-6 and 6-5 win, 1-1, 2-2, 4-4 and 1-2 lose.
Four rolls with five dice where you add and subtract your way to a round score. Highest total after five rounds wins.
The banker rolls two dice, and you get one roll to beat the total. A fast banking game also known as Beat the Bank.
Roll a single die towards 9, stop in time and try to beat the banker without going bust.
Only doubles score, double 6 is worth 25 and double 3 wipes your score. The first player to reach 50 points wins.
Bet on one of six symbols, let the banker roll three dice, and get paid for every die that matches your pick.
Roll five dice up to three times and fill all 13 boxes on the score card, with the upper bonus and the joker rule.
Bet on a number from 1 to 6, let the banker roll three dice, and get paid for every die that matches.
Aces leave the game, twos go left and fives go right, until the very last die decides it all.
Five dice and eleven categories, with premiums when straights, full houses and poker land on the first roll.
Everyone owns a number, and every time your number shows up on the dice it costs you a chip.
Roll three dice and race from 1 up to 12 and back again, number by number, before anyone else.
Roll five dice and collect three, four or five of a kind to score points, round after round.
Bet on whether the sum of two dice lands under seven, over seven or exactly seven, which pays the most.
Nine holes with three dice, where you roll until a double appears and the fewest strokes wins.
The banker rolls five dice into a poker-style hand, and each player gets one roll to beat it. Aces rank highest.
A Cuban cup game where aces count the most, and five aces (a carabina) wins the entire match on the spot.
Seven rounds with five dice where you call the row you are going for, and rolling a hooligan scores 20 points.
Four rolls, five dice and full freedom to rebuild your poker hand along the way. Thinking beats hoping.
Roll the dice and send chips left, right or into the pot. The last player holding chips wins it all.
Roll six dice and score for runs starting from 1. The first player to reach 100 points wins the game.
Secure the 6, 5 and 4 in strict order within three rolls, and let the last two dice be your cargo.
Roll three dice and cross off the numbers 1 to 12 twice, in any order you like, before anyone else.
Bowling with two dice over ten frames, where 5-5 is a strike and any six rolls off the alley.
Bet on the crown, the anchor or a card suit, let the banker roll three symbol dice, and get paid for every match.
Three rolls, keep the highest die each time, and win the round with the highest total.
Pick a number from 1 to 6, roll ten dice thirteen times and count the hits. A score of 26 or more pays out.
A Chinese dice game where three of a kind is the shepherd and the rest is the flock. Six of a kind takes the pot.
Set at least one die aside per roll and chase the lowest possible total, where every three counts as zero.
Roll two dice, bet pass or don't pass, and follow the shooter from the come-out roll to the point.
The lowest opening roll sets a point number, everyone chases it with two dice, and the first player to 11 points wins.
Roll the dice and hit the numbers 1 to 12 in order, like the hands moving around a clock face.
The dealer shakes two dice under a cup, and you bet on whether the total comes up even or odd.
Three dice, three rolls and a strict ranking where 1-2-3 beats everything. The loser pays the winner in chips.
Five throws where the highest die is set aside each time. Reach a total of 25 or more to qualify and beat the banker.
Roll three dice until you hit 4-5-6, triples or a point, and try to beat the banker's result.
A reconstructed staking game from antiquity where double six wins it all and double one is punished.
Name a main, roll two dice, and win with a nick or by hitting your chance before the main comes back.
Roll six dice, count evens against odds and settle the difference in chips with the pot.
Three rolls with three dice where only 1, 3 and 5 score, since they have a spot in the centre.
Yatzy and Farkle also work with six, just expect slightly longer rounds. Even more players? See dice games for 7 or dice games for 8.