Setup
Six dice and a seat order everyone agrees on, because the whole game runs on who sits after whom. Agree the starting points, whether a failed turn costs anything, and whether you must set aside exactly one die per roll or may keep as many as you like. Give every player their starting points on the sheet — the app counts down from there.
How to play
Take all six dice and roll them. Set at least one die aside, keeping it at the value it shows, then re-roll the rest. Keep going until every die is set aside. The dice you kept are your total, and it has to come to more than thirty.
There is no way back once a die is down. Setting aside a two early because nothing better came up is what loses turns, and holding out for sixes with one die left to roll is what loses them faster.
If your total is thirty or less, your turn is over and nothing happens.
If it is more than thirty, look at the margin. Thirty-three beats thirty by three, thirty-six beats it by six. Pick the dice up again, roll all six one last time, and count how many of them show that number. Every die showing it takes one point off the player sitting after you.
Six dice cannot total more than thirty-six, so the margin is always between one and six — which is why it is always a number you can hunt for.
Scoring
Nothing is added up. A cell holds the points knocked off that player in that round, and their points remaining is derived as starting points − the sum of their cells.
- The player whose turn it was records 0. They never take damage from their own roll.
- The player sitting after them records the number of dice that came up on the margin — anything from 0 to 6.
- Everybody else records 0.
A turn that failed to beat thirty is a row of zeroes.
So a table of four on thirty points each, where Anna beats thirty by three and rolls two threes, has Ben on 28 and everybody else untouched. Ben's cell reads 2, not 28 — the sheet records the damage, and the total takes care of itself.
A player reaching zero is out. Their column stays on the sheet, greyed, and the points that would have hit them carry on to the next player still in.
Ending the game
The last player still holding points wins. There is nothing to compare and no tiebreak: points come off one turn at a time, so two players cannot reach zero together.
A table that wants a shorter game lowers the starting points rather than the target. Raising the target instead makes successful turns rarer, which lengthens the game without making any single hit smaller.
Common variations
Exactly one die per roll. The strictest form: six rolls, no scooping. Every turn takes the same length and the decisions are purely about which single die to keep.
Failure costs. A turn that does not beat the target takes a point off the player who rolled, or the amount they fell short by. Both turn a wasted turn into a real one, and the second makes a total of twenty-nine far less painful than a total of twelve.
The damage is lost when the seat is empty. Instead of carrying on round the table, points aimed at an eliminated player simply disappear. It slows the endgame down and makes the seat after a knocked-out player the safest place at the table.
Two dice for the hunt. Rather than re-rolling all six for the final count, some tables roll only as many dice as the margin — beat thirty by three and you roll three dice. It caps the damage at the margin itself and makes a narrow win much less dangerous.
Scoring at a glance
| Who wins | Last standing |
|---|---|
| Played to | 30 points by default |
| Score sheet | Counting up to or down from a limit |
| Typical round score | 0 – 6 |
| Negative scores | Never — scores only go up |
| Worth knowing | A cell records the points knocked off that player in that round, never their remaining total. Points left is derived, so changing the starting points mid-game recalculates every column. |
Thirty — score sheet
Worked example
Four players on thirty points each, seated Anna, Ben, Cara, Dan, playing the standard rules.
| Round | What happened | Anna | Ben | Cara | Dan |
|---|---|---|---|---|---|
| 1 | Anna reaches 33, rolls two threes | 0 | 2 | 0 | 0 |
| 2 | Ben reaches 36, rolls one six | 0 | 0 | 1 | 0 |
| 3 | Cara stalls on 27 | 0 | 0 | 0 | 0 |
| 4 | Dan reaches 31, rolls three ones | 3 | 0 | 0 | 0 |
Standings after four rounds: Ben 28, Cara 29, Anna 27, Dan 30.
Tools for Thirty
Set up the way this game wants them.
House rules and settings
Every table plays Thirty a little differently. These are the 6 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.
Points to start with: what is the default in Thirty?
What everybody begins on. Points only ever come off, so this is also how long the game runs — thirty is the usual choice and gives an evening; fifteen makes it quick.
Default: 30. Adjustable from 5 to 100 in steps of 1.
In the app: “Points to start with”.
Dice in the set: what is the default in Thirty?
How many dice one player rolls on their turn. Six is what makes the game work — six dice top out at thirty-six, so beating thirty always leaves a margin between one and six, which is exactly a number on a die.
Default: 6. Adjustable from 4 to 8 in steps of 1.
In the app: “Dice in the set”.
Score you must beat: what is the default in Thirty?
The total your set-aside dice have to exceed. It gives the game its name. Raise it to make successful turns rarer and the game longer.
Default: 30. Adjustable from 10 to 47 in steps of 1.
In the app: “Score you must beat”.
Dice you set aside each roll: what are the options in Thirty?
What you must keep out of every roll before re-rolling the rest. Keeping exactly one drags every turn out to the full number of rolls; letting a player scoop up three sixes at once is faster and more of a gamble.
Default: At least one, your choice how many. Two options:
In the app: “Dice you set aside each roll”.
When you do not beat it: what are the options in Thirty?
A turn that ends on or below the target takes nothing off anybody by default, which makes a bad turn merely wasted. Tables that want failure to sting choose one of the other two.
Default: Nothing happens, play passes on. Three options:
In the app: “When you do not beat it”.
When the next player is out: what are the options in Thirty?
The points come off whoever sits after you. Once that seat is empty the damage normally carries on round the table to the next player still holding points, which is what keeps a two-player endgame moving.
Default: The points go to the next player still in. Two options:
In the app: “When the next player is out”.
Thirty is also known as
Thirty Dice, Roll for Thirty, Dice Thirty. These are the same game — the rules and the score sheet above apply to all of them.
Keep score offline
The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.
Coming to the App Store.