Free · no signup · dice you can check

QUINT — five dice, thirteen boxes

Roll five, keep what you like, reroll twice, fill a box. The difference here is the dice: every roll is committed before you play and revealed after, so you can verify the whole game yourself instead of taking our word for it. Also free: MOGUL · Backgammon.

QUINT.

Five dice, three rolls, thirteen boxes. Free, unlimited, and the dice are checkable.

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SoloChase a high score
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LearnCoach shows the right keep
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Bot · EasyLoose with the boxes
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Bot · MediumPlays the odds
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Bot · HardSamples every keep

What is QUINT?

QUINT is a free five-dice scorecard game. On your turn you roll five dice, keep any you want, and reroll the rest up to two more times. Then you place the result in one of thirteen boxes. Every box can be used once, so the game is really about when to take a mediocre score and when to gamble a box on one more roll.

The scoring

The upper section — Ones through Sixes — scores the sum of the matching dice. Reach 63 across those six boxes and you take a 35 point bonus, which is roughly three of each face; that bonus decides most close games. The lower section pays for shapes: three and four of a kind score the whole hand, a full house is 25, a small straight 30, a large straight 40, and five of a kind is a QUINT for 50. Every QUINT after the first is worth 100. Chance takes the sum of anything.

Why the dice can be trusted here

Search any online dice game and you will find players convinced the rolls are rigged. They are usually wrong, but they cannot prove it either way, and "our random number generator is certified" is not something a player can check. So we do it differently. Before the game we show you a SHA-256 hash of a secret seed. You bring your own client seed. Every roll is a pure function of both plus the roll number, so we cannot change a die after seeing your keeps. When the game ends we reveal the seed: check it against the hash, then recompute every roll on the verification page. Nothing is taken on trust.

Playing well

Two habits separate a 180 game from a 250 one. First, protect the upper bonus early — three of a face keeps you on pace, and dropping a single low box below that pace usually costs more than the box is worth. Second, do not save QUINT for a miracle. Turn Learn mode on and the coach will show which dice to keep and which box the current hand is actually worth, using the same sampling the hard bot uses.