How to play

Five dice, and the lowest score wins. A 3 is worth nothing, so hunt them.

What each die scores

Every die scores the number on its face, except a 3, which scores 0.

  • One1
  • Two2
  • Three0
  • Four4
  • Five5
  • Six6

The best possible round is 0, five 3s. The worst is 30.

A round

  1. Roll all five dice.
  2. Bank 1 or 2 of them. You have to bank at least one before you roll again.
  3. Roll the dice you didn’t bank, and bank again.
  4. When all five dice are banked, the round is over. Their total is your score for the round.

There is no bust. Every round ends with five banked dice and a score.

Clean Sweep. Five 3s on your opening roll bank at once, for a perfect 0.

A heist

A heist is 1, 3 or 5 rounds, added together. The lowest total wins.

The clock runs for the whole heist, and a tie goes to the faster time. Some modes also set a time target: the Daily Heist has to be cleared inside its time, and each Solo Heist job pays a diamond for beating its clock.

If you leave the app mid-heist, the clock pauses in solo modes. Online Heist counts leaving as a forfeit, and Private Heist sends everyone back to the lobby.

House Rules

A House Rule changes what dice are worth or how you bank. The Daily Heist plays one each day, every boss plays his own, and Practice lets you pick any of them.

RuleWhat it does
Laundered Ones1s score 0, just like 3s.
Partners in CrimeBank a matching pair and it counts once.
Double CrossBank two dice that add to 7: they score 0.
Next of KinBank a run like 4 and 5: only the lower counts.
The Heat's OnEvery roll after your third adds 1 point.
Three-Man JobBank up to 3 dice from a roll.
The Fix Is InOne die each round is fixed: no rerolls.
The SqueezeRe-throw your worst die once. A 6 doubles the round.

Beat a rule on the Daily Heist and it is stamped in your Rule Book, under Awards. Beat a boss and his seal goes on too. Stamp every rule in the daily rotation to earn the House Regular street name.

Power-ups

Bring one power-up into a heist. Each one gives you an edge and costs you something for it.

Power-upGivesCosts
Reroll PowerOne reroll+2 points
Lucky DiceMore 3s (36% of dice)Other dice score 1.5x
Perfect RollOne guaranteed 3Other dice score 2.5x
Score Shield5 off your final scoreThe clock runs 1.5x faster
Time FreezeStops the clock for 3 seconds+3 points
XP BoosterDouble XPNo dough
Double DoughDouble doughNo XP

These are the Tier I effects. Upgrade a power-up in your Stash for stronger Tier II and III effects. You can buy power-ups in the Bank, and weekly jobs, the Racket and awards pay them too.

Power-ups are switched off on Blitz days, in The Night and in Crew Races. Practice lets you try any of them free.

Where to go next

The game modes page covers the campaign, the Daily Heist, online tables and playing with your crew. In the game, How to Play in the menu has the same rules; tap any House Rule there to see an example.