Twenty-One Dice Game Rules
Twenty-One is a dice game for 2-8 players. A game typically takes 10-20 minutes, and the recommended age is 8+.
Rules for Twenty-One: Roll a single die as many times as you dare and get closest to 21 without going over.
This page covers the dice game Twenty-One, not the card game Blackjack, which is also called 21. The card game is at Nordic Card Games.
Setup
All you need for Twenty-One is a single die, plus a pencil and some paper to keep track of the running total. If the game is going to be played for a pot, put out chips or matchsticks instead.
Anything from 2 to 8 players works. Only one person rolls at a time, and a turn is over in well under a minute, so nobody waits long even in a big group.
Whoever throws the highest number on one die starts, and play carries on clockwise. The aim is to finish as close to 21 as you can without going past it.
How to play
Roll the die and add the pips to a running total that grows with every throw. Keep rolling as long as you like, and stop whenever you please. Whatever total you stop on is your score for the round.
An example: you open with a 4, throw a 6 to reach 10, add a 5 for 15, then take one more roll and get a 3. That puts you on 18, you decide it will do, and the die passes on.
Write the total down as you go. Five throws is plenty to lose count, and a turn that really came to 22 should not be allowed to stand.
Going bust
Any total above 21 is bust. Your turn scores nothing and you take no further part in the round, whatever happens to everyone else.
Working out where the risk begins takes nothing more than addition. A total of 15 or less is completely safe, since even a 6 only brings you to 21. From 16 upwards, some faces ruin the turn:
| Total | Faces that bust you | Chance |
| 15 or less | none | 0 |
| 16 | 6 | 1 in 6 |
| 17 | 5 and 6 | 1 in 3 |
| 18 | 4, 5 and 6 | half |
| 19 | 3, 4, 5 and 6 | 2 in 3 |
| 20 | anything but a 1 | 5 in 6 |
Land on 21 exactly and there is nothing left to weigh up. Stop there.
Winning the round
Once every player has taken a turn, the highest total that has not gone past 21 wins the round. Stand on 19, and unless somebody gets closer without busting, the round is yours.
If every player busts, nobody wins it and the round is played again.
Players who finish on the same total each roll one die, and the highest number takes the round. Another tie means another roll off.
From one round to a match
A single round can be the whole game, which is often enough for two players.
The usual arrangement is a series where everybody gets to start once. Five players means five rounds, and whoever has won the most of them wins the game. The awkward first turn and the comfortable last one then get shared out evenly.
Agreeing on a fixed number of rounds beforehand does the same job. Five or ten rounds fill a quarter of an hour or so.
Playing for a pot
Twenty-One has a long history as a small stakes game. Chips or a box of matches do the job at home, and the money stays in the drawer when children are playing.
Everybody drops one chip into the pot before the round begins. Go bust and you add a second chip straight away, so pushing too hard has a price. The winner of the round collects the lot.
When nobody survives, the pot stays where it is and the next round is played for both stakes. Two players tied at the top either roll off for the pot or split it between them.
Run out of chips and you are out of the game. Play until one player holds every chip, or until the agreed rounds are done and the biggest pile wins.
The last roller has the edge
Rolling last means knowing exactly what has to be beaten, and pushing only as far as that requires. Catching a total is a good deal easier than defending one:
| Total on the table | Chance of getting past it |
| 15 or less | certain |
| 16 | 95 in 100 |
| 17 | 86 in 100 |
| 18 | 71 in 100 |
| 19 | 52 in 100 |
| 20 | 29 in 100 |
A first player who stops on 17 will be overtaken by any single opponent 86 times out of 100. With four others still to roll, a total like that is as good as lost. Move the starting player one seat clockwise each round and the advantage travels round the table with them.
About this version
These rules cover the single die version, where you roll freely until you stop or pass 21, and the closest total takes the round. The chip pot and the series in which every player starts once are both included, along with the two dice variant and the version played to 36. The probabilities in the strategy section are exact calculations.
Do you play with different rules where you live, or did you spot a mistake? Send me an email.
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