Dice Derby: Play vs AI & Print Score Sheets
DICE DERBY A Roll & Write Horse Race. Play the AI, or watch two of them.

Pick a game

Two games on the same track. The duel is the standard one; The Book turns it inside out.

Who's playing

Two-player and watched races don't touch your record.

How it works, in four lines

  1. You own six horses, one in each lane.
  2. Every turn you take two dice. One is the Lane die: it says which horse moves. The other is the Stride die: you write that number in the horse's next box, and it moves one box along.
  3. The catch: a horse can gain any ground, hold its place, or slip back one length. So each number you write must be no more than one lower than the last number in that lane. Write a 6 early and that horse only takes 5s and 6s from then on.
  4. The further a horse gets, the more it pays you. Most money at the end wins.

That is the whole game.

1. Roll for Track Layout

One die, rolled once, sets where the Carrot and Camera bonus stations sit for this race. The finish line never moves.

Optional extras Side Wager and Jockeys

2. Jockey (optional, the duel only)

For riders who know the game. Every jockey rewrites one of the rules you have just learned, so leave this alone for your first few races. Ride it straight is the plain game and is the right answer until the plain game is dull.

After that: each one bends the numbers a different way, and they are close enough in value that picking is about how you like to ride rather than which is best. Both riders wear silks or neither does.

3. Side Wager (optional)

Which lane gets the first horse home? Name it now, before the first roll. Any horse in that lane counts, yours or theirs.

Right: +$40. Wrong: −$10. Skip: nothing. A blind guess is right one time in six and the price breaks even at one in five, so it only pays on a lane you mean to race yourself.

3. Draw for the Rail

Both sides draw one die for the inside position. High draw takes the rail and rolls first. A tie draws again.

DICE DERBY
A Roll & Write Horse Race
2–6 players
6 dice
~25 min
pencil
Gate
−$20
Turn 1
−$10
Backstretch
+$0
Turn 2
+$5
Stretch
+$10
Stretch Run
+$20
Wire
+$30
Lane die (1–6) picks the horse · Stride die (1–6) is the number you write. Every move is one box: Lane 4 + Stride 2 → write 2 in Lane 4's next box.

How to Play

  1. Before racing: one die each, highest starts. Then roll 1 die under Layout roll: it sets Carrot & Camera (table below). No rerolls.
  2. Roll all 6. The roller keeps any one as their Lane die, any other as their Stride die.
  3. The roller cuts the other 4 into two pairs and duels the player on their left: that player takes either pair, the roller is stuck with the other. Everyone else drafts any pair from those same 4 dice, repeats included.
  4. Write your Stride number in that lane's next box.
  5. A move fails only if the lane is shut, full, or your number is more than one lower than its last. Try the pair both ways round. Neither way? A False Start is what your own decision costs, so shade one for a pair you picked, and nothing for the pair nobody wanted.
  6. Pass clockwise: the next player rolls.
THE ONE RULE: a horse gains, holds, or slips back one length. Each number must be no more than one lower than the last in that lane. Write a 6 early and that horse Slipping costs: write a lower number and shade a Slip box; if it has an , strike the last number in any one lane still running. That horse is back a station and a struck number counts for nothing. A horse already home cannot be sent back.

Game End & Scoring

Ends when everyone's Scratched or 3 horses are home. Each lane scores the furthest station its horse reached, not the numbers written. Add Photos, $20 per lane you were first home in, and the Side Wager (+$40 / −$10); subtract False Starts. Biggest Purse wins.

Layout RollCarrotCamera
1Turn 1Turn 2
2Turn 1Stretch
3BackstretchTurn 2
4BackstretchStretch
5Turn 2Stretch
6Turn 2Backstretch

Track Icons

Carrot: bonus move. Write this same number again, one box to the right, free.
Camera: write the number you just wrote into your next Photo box, left to right. Six boxes, one per lane. Only matching numbers pay. See Photo Finish.
Flag (The Wire): the finish. A horse home shuts that lane for everyone; second place scores nothing. First home in a lane = +$20, once only. Tied in the same turn? Roll off, high die wins.

Photo Finish

Photos pay only when they match each other: two the same $20, three $50, four $90, five $140, six $200. Separate matches both pay; a number matching nothing pays nothing.

False Starts

A False Start is what your own decision costs. Shade a box when you turn down a move you could have made, or when a pair you picked will not go either way round. The pair nobody wanted is free, because you never chose it. Six boxes, −$5 each; a 7th Scratches you.

Betting

Open a fresh lane with two matching dice and circle BET: that lane's score doubles, including a negative one. A bet horse stuck at the Gate pays −$40.

Track Layouts: the Layout roll sets where Carrot and Camera sit, from the table on the left. Riding alone and the seven jockeys are on the last sheet.
Side Wager (optional): before the first roll, name the lane number that will produce the very first horse home, anyone's. Right? +$40. Wrong? −$10. Skip it, or nobody finishes: nothing. Only back a lane you mean to race.
WHY CUT WELL: one great pair and one terrible, and your chooser takes the great one. The best cut leaves them nothing they can use.
emptyspeechbubble.com
DICE DERBY race program
Jockey  
Race #  
Layout roll (1–6, sets Carrot & Camera, see rules)  
Gate−$20
Turn 1−$10
Backstretch+$0
Turn 2+$5
Stretch+$10
Stretch Run+$20
Wire+$30
1
BET
×2
2
BET
×2
3
BET
×2
4
BET
×2
5
BET
×2
6
BET
×2
Photo
False
Start
−$5 each
SCRATCH
Slip
a lower number
DICE DERBY race program
Jockey  
Race #  
Layout roll (1–6, sets Carrot & Camera, see rules)  
Gate−$20
Turn 1−$10
Backstretch+$0
Turn 2+$5
Stretch+$10
Stretch Run+$20
Wire+$30
1
BET
×2
2
BET
×2
3
BET
×2
4
BET
×2
5
BET
×2
6
BET
×2
Photo
False
Start
−$5 each
SCRATCH
Slip
a lower number
THE BOOK one shared field
Race #  
Layout roll  
ONE CARD FOR THE WHOLE TABLE. A DIFFERENT COLOUR PENCIL EACH. A colour per player, so you can see who moved what. These six horses belong to nobody and everyone's dice move them. Moving one can pay your opponent too.

The one rule, and dead dice. A move fails only if that lane is shut, full, or your number is more than one lower than its last, whoever wrote it, so try the pair both ways round. A False Start is what your own decision costs. These horses are nobody's, so there is no board of yours to be stuck on: a pair that goes neither way is no move, no mark. Turning down a move you could have made still costs a box.
Gate−$20
Turn 1−$10
Backstretch+$0
Turn 2+$5
Stretch+$10
Stretch Run+$20
Wire+$30
1
2
3
4
5
6
STAKES. Two slips here; print another copy for a third and fourth bettor. Five stakes each. Once per turn, before the dice are thrown, back one horse by shading a box on its row. The odds come from where that horse is standing: ×3 not started or at the Gate, ×2 Turn 1 to Turn 2, ×1 Stretch onward. Stack as many as you like on one horse; the multipliers add. Scoring: each horse pays its finishing station × your total on it, so a ×3 horse stuck at the Gate is −$60. The first horse home pays +$20 per multiplier to everyone backing it. Carrot and Wire work as in the duel. Photos pay triple (a pair is $60). No Side Wager: the game is one.
BETTOR 1  
×3gate
×2turn 1–2
×1stretch on
pays
Horse 1
Horse 2
Horse 3
Horse 4
Horse 5
Horse 6
Photo
False
Start
−$5 each
SCRATCH
TOTAL PURSE 
BETTOR 2  
×3gate
×2turn 1–2
×1stretch on
pays
Horse 1
Horse 2
Horse 3
Horse 4
Horse 5
Horse 6
Photo
False
Start
−$5 each
SCRATCH
TOTAL PURSE 
emptyspeechbubble.com
JOCKEYS & RIDING ALONE
Both optional · for riders who already know the game
Both riders wear silks or neither does. Pick before the layout roll and write the name on your sheet. Every one of these rewrites a rule you already know, so play the plain game first. They are close enough in value that picking is about how you like to ride, not which is best.
REYES
Counts down

Your lanes count down. Each number must be no more than one higher than the last in that lane. Equal still counts. Your slip turns with you: shade a Slip box when you write a number higher, never when you write one lower.

Everything you cannot use, they can. Cut carefully.

THE WIDOW
Only low openings

A lane you open on a 1 pays double. A lane you open above 2 pays nothing at all.

Four of the six numbers will not open a lane for you.

TWO-STEP
One repeat a race

Once a race: write the same number twice running and that horse takes an extra box. That number is then spent in that lane and may never be written there again.

Spend it late. It is worth more the closer a horse is to the Wire.

SIXES
Open on a 6

Open a lane with a 6 and that lane may slip two lengths instead of one for the rest of the race. A longer slip is still one Slip box, not two.

The worst opening in the game becomes the freest lane on your sheet.

AINSWORTH
Five of a kind

Five of the same number in one lane and that lane pays double.

It comes off about one race in six. Do not steer a whole sheet at it.

WEXLER
One turnaround

Once a race, turn one lane around. From that box on it counts down, and its slip turns with it: in that lane only, a number written higher is the slip.

Save it for a lane that has run itself into a corner.

FITCH
Six different openings

Your six lanes must each open on a different number. With all six open, take +$60.

You will finish fewer horses and be paid for the spread instead.

Riding alone

One sheet, no opponent. Roll all six dice, keep any two as your Lane and Stride and play them, then cut the other four into two pairs and play whichever you like less. You are the cutter and the chooser both, and cutting honestly against yourself is the whole game. Three horses home ends it, as ever. A False Start is what your own decision costs here too, so turning down a move you could have made is one, and so are the two you keep off the roll if they will not go. The half the book leaves you never was your pick, so it is free. A move only fails if that lane is shut, full, or your number is more than one lower than its last.

The purse to beat, measured over thirty finished solo sheets: $125 to place, $170 for the money, $205 a win, $235 a track record. A quarter of sheets clear a win and one in ten reaches the record. Past $275 is rare enough to be worth writing down.

emptyspeechbubble.com
DICE DERBY
The full rulebook: a duel for two, a book for three to six, and a sheet on your own
1 of 3

What you need

Six dice, a pencil each, and one sheet each. For The Book, one field card for the table plus a bettor's slip each. Nothing else.

The two games

THE DUEL. You each own six horses, one per lane on your own sheet. You are racing your own stable, and the only things you share are the finish line and the clock.

THE BOOK. One set of six horses on one card, and everybody's dice move them. You own nothing. You back horses and are paid on where they finish, which means advancing a horse can pay the player sitting opposite you.

This page applies to both. Page 2 is what differs, page 3 is edge cases.

The two dice that matter

Lane die: which horse moves. A 4 means lane 4.
Stride die: the number you write in that horse's next box.

The Stride die is not distance: every move advances a horse exactly one box, whatever you write. The number matters because of the one rule below.
THE ONE RULE. A horse gains, holds, or slips back one length: each number in a lane must be no more than one lower than the one before it. Seven boxes, left to right. Open at a 6 and that horse only takes 5s and 6s again.

A turn, in order

  1. The roller throws all six dice. Rolling passes clockwise every turn.
  2. The roller keeps two (any one as their Lane die, any other as their Stride die) and writes that number in that lane's next box.
  3. The roller cuts the remaining four into two pairs. Any split they like.
  4. The player to the roller's left takes either pair and uses it.
  5. The roller must use the pair that was left.
  6. Anyone else at the table drafts any Lane + Stride pair from those same four dice (see page 2, where this step is different in The Book).

Whoever ends up holding a pair decides for themselves which of its two dice is the Lane and which is the Stride.

The track

BoxStationPays
1Gate−$20
2Turn 1−$10
3Backstretch$0
4Turn 2+$5
5Stretch+$10
6Stretch Run+$20
7Wire+$30

A lane pays for the furthest station its horse reached, never for the numbers written in it. Opening a lane you cannot advance is worse than never opening it.

WHY THE CUT IS THE GAME. One strong pair and one weak one, and your chooser just takes the strong one. Split them evenly and you have handed them a decent move. The best cut leaves your chooser nothing they can use, and you have to find it knowing you get whatever they refuse.

Before the race: the layout die

Roll one die, once, and write it down. It fixes where the Carrot and Camera sit for this race. Look the number up here. The finish never moves. No rerolls: an early Carrot and Camera are worth roughly double a late pair, so rerolling until the track is generous is the whole game gone.

Layout rollCarrotCamera
1Turn 1Turn 2
2Turn 1Stretch
3BackstretchTurn 2
4BackstretchStretch
5Turn 2Stretch
6Turn 2Backstretch

The two bonus stations

Carrot: a horse landing here immediately advances one more box for free, repeating the number just written.

Camera: write the number you just wrote into your next Photo box. Six Photo boxes; a lane passes the Camera at most once.

PHOTOS PAY ONLY IN MATCHES. Two the same $20, three $50, four $90, five $140, six $200. Separate matches both pay: three 4s and two 6s is $50 plus $20. A number that matches nothing pays nothing, so six different numbers is worth $0. That is what makes the Camera a decision: you choose which stride is in the picture.

The Wire

Reaching box 7 means that horse is home, and that lane shuts for everyone: nobody may enter it again, and being second there is worth nothing at all.

The race is called the moment three horses are home, by anyone, in any lanes. Then finish the round: play carries on until it returns to whoever rolled first, so that everybody has rolled the same number of times. Then score.

Slipping

A number lower than the last in that lane is a slip: legal and unlimited, but shade a Slip box each time, and every third box carries an arrow. Shade one of those and strike the last number in any one lane still running: it falls back a station and that box is spent. A horse already home cannot be sent back.

False Starts

A move fails on three things, all about the lane your Lane die named: shut, full, or more than one lower. Try it both ways round first.
A FALSE START IS WHAT YOUR OWN DECISION COSTS. Turning down a move you could have made is always one. Being stuck is one only when the dice were yours to pick and the board yours to build.

So shade a box for a move you turned down, and for a pair you picked that will not go. Shade nothing for the pair nobody wanted, nor for being stuck in The Book. Six boxes, −$5 each, a seventh Scratches you.

emptyspeechbubble.com
THE TWO GAMES
What changes, and what changes again with more players
2 of 3

The Duel: 2 players

Each player takes a score sheet. Your six lanes are yours; nobody else writes on them. Play the turn exactly as page 1 describes.

WHY TWO. The cut is one cutter and one chooser. It will seat up to six: the roller duels the player on their left, and everybody else drafts freely from the same four dice. But the squeeze is the game. At six, only two seats are in it each turn. For three or more, play The Book. It was built for a table.

Two things are shared, and they are the whole contest.

First home in a lane takes +$20, once only. That lane then shuts for everybody. Say your neighbour gets a horse home in lane 3: your own lane 3 is now dead where it stands. You cannot advance it again, and it scores whatever station it had already reached.

The clock is shared. Three horses home ends the race for everyone, whoever owns them.

SIDE WAGER (optional). You are betting on a lane number, not on a horse and not on a player. Before the first roll, name the lane you think will produce the very first horse home in the whole race. Everyone has a lane 3, so a wager on lane 3 pays if anybody's lane 3 horse gets there first, your opponent included. Right: +$40. Wrong: −$10. Skip it, or nobody reaches the Wire: nothing either way. It is optional because it is priced. A blind guess is right 1 time in 6, and the price breaks even at 1 in 5. So it loses money as a guess and makes money as a plan: back the lane you mean to drive.

Scoring. Each lane's furthest station, doubled if you circled BET. Plus your matching Photos, plus $20 for each lane you were first home in, plus the Side Wager. Minus your False Starts. Biggest purse wins; ties share.

BET. If the two dice you use to open a fresh lane match (a 3 as the Lane and a 3 as the Stride), circle BET on that lane. Its final score doubles, and it doubles a loss just as happily. A bet horse still standing at the Gate pays −$40.

The Book: 3 to 6 players

One field card in the middle of the table. Six horses, belonging to nobody. Each player takes a bettor's slip.

ONLY THE ROLLER AND THEIR CHOOSER MOVE THE FIELD. This replaces step 6 on page 1. Everyone else places a stake and watches. Because rolling passes clockwise, the duel travels round the table and everybody takes both roles.

This is not decoration. There is one field, and if every player moved it, six players would finish the race in under five turns, before anyone had finished betting.

Stakes. Five each. Once per turn, before the dice are thrown, you may back one horse by shading a box on its row. You may stack several stakes on one horse; the multipliers add. An unspent stake at the end is worth nothing.

ODDS COME FROM THE HORSE, NOT THE CLOCK. Read the horse's position at the moment you back it:
×3: not yet started, or standing at the Gate
×2: Turn 1, Backstretch or Turn 2
×1: Stretch, Stretch Run or the Wire
You are paid for backing a horse that is behind. Once placed, a stake's multiplier never changes.

Scoring The Book. Every horse pays the station it finished at, multiplied by what you have on it. A ×3 on a horse that stalls at the Gate is −$60. The first horse home pays a further +$20 per multiplier to everyone backing it, including the player who beat you to it.

Photo matches pay triple in The Book: a pair is $60, three of a kind $150. Everything else here is priced in multipliers, so a flat side pot would vanish next to them.

False Starts, the Carrot, the Wire and lane-shutting all work exactly as on page 1. There is no Side Wager, because the whole game is one.

What to expect at each table size

From several thousand simulated races:

PlayersDuelThe Book
2~29 turns~21 turns
3~26 turns~22 turns
4~24 turns~22 turns
5~24 turns~22 turns
6~23 turns~22 turns

The Duel shortens a little as the table grows, because more players means lanes shut sooner. The Book holds steady at any size, which is the point of capping who moves the field.

Dead dice fall as the table grows, for the same reason: the race ends before your lanes have a chance to die. Measured over watched races, a turn where nothing you hold will go happens about three times a race in the Duel. In The Book none of them costs anything; in the Duel they cost a box unless it was the pair nobody wanted.

Who chooses, and what if they are out

The cut needs a chooser. At two players it is simply the other player. At three or more it is always the player to the roller's left. Every player is the chooser exactly once per round, so nobody is picked on.

If the player to the roller's left is Scratched, the chooser is the next unscratched player clockwise. If nobody is left unscratched, the roller keeps both pairs and simply uses the better one.

Shorter and longer races

For a quicker game, call the race at two horses home. For a longer one, call it at four. Everything else is unchanged. Two horses is noticeably swingier: there is less time for a bad start to recover.

emptyspeechbubble.com
EDGE CASES
Every question that has actually come up
3 of 3

Before the race

Who rolls first? Everyone rolls one die. Highest takes the rail and rolls first, and ties roll again. After that the roll passes clockwise, so it only decides who opens.

Does the first roller have an advantage? No, because the race is called and then the round is finished, so everybody rolls the same number of times.

The cut and the draft

Can a cut make two identical pairs? Yes. Four 2s makes both pairs 2+2 and the choice meaningless. Legal, and sometimes deliberate.

What if both dice in my pair are the same? Then Lane and Stride are the same number and there is nothing to decide.

THE MOST IMPORTANT ONE. If it can move, move it. A move fails on three things only, all about the lane your Lane die named: shut, full, or more than one lower than its last. If neither way round goes, what it costs depends on whether it was your decision. A False Start is what your own decision costs: a pair you picked and cannot use is one, the pair nobody wanted is not.

Must I use my pair if it is legal? Not quite: you may refuse, and it costs you the box. Sometimes that is the right price, because opening a lane at the Gate too late to drive it out costs more. Check it both ways round first, though: either die can be the Lane, and a pair that looks dead one way often goes the other.

Does the leftover pair work differently? Only when it will not go: it is compulsory when it plays.

Why is the Book different? It is not, quite: the roller still cuts and the player on their left still chooses. Those six horses simply belong to nobody, so there is no board of yours to be stuck on. Being stuck costs nothing there; turning a move down still does.

The Carrot

What number goes in the free box? The same number you just wrote.

Can a Carrot trigger a second Carrot? No. It fires once per move. The free box never sets off another one.

Can a Carrot carry a horse over the Wire? No. Every layout puts the Carrot between Turn 1 and Turn 2, so the free box it grants can never be the seventh. You always have to earn the Wire with a die.

Can a Carrot break the one rule? No, and it never needs to: it repeats the number just written, which is by definition legal.

Carrot into the Camera? On layout rolls 3 and 5 the Carrot's free box lands exactly on the Camera. You take the photo normally, and the number photographed is the repeated one.

Carrot on a full or shut lane? Nothing happens.

The Camera and Photos

Which number is photographed? The number in the box that landed on the Camera, including when a Carrot put it there.

What if all six Photo boxes are full? Further Camera crossings do nothing.

Can one lane photograph twice? No. A lane passes the Camera at most once.

Do Photos have to be filled in order? Yes, left to right. You never choose which box.

The Wire and the finish

Two horses home in the same turn? Both are home. For the first home in a lane bonus, and for who won the Side Wager, roll off: high die wins, reroll ties.

Does the race stop the instant the third horse is home? No. Finish the round, so play returns to whoever rolled first. Being the roller is worth an extra move, and stopping mid-round hands the early seats more rolls than the late ones. Simulated at six players, stopping mid-round left the first seat about 20% ahead of the last; completing the round flattens it.

A lane shuts: what does my horse in it score? Whatever station it had reached. It is frozen, not erased.

Can I still enter a shut lane? No. If the other way round of your pair goes somewhere, take that instead; if neither way goes, nothing happens and it costs you nothing.

Scratching

A Scratched player stops taking turns entirely: no rolling, no drafting, no staking. Everyone else plays on. Their score stands as it is.

If the roller Scratches on their own first move, the cut does not happen. The remaining players draft freely from the four leftover dice.

If everyone is Scratched, the race ends immediately.

BET

Only on the very first entry into a lane, and only if the Lane and Stride dice match. You cannot add a BET later, and you cannot decline one.

It doubles losses. A bet horse still at the Gate pays −$40, not −$20.

The Book only

A horse that never started pays nothing at all. Not −$20. The Gate costs you only once a number has actually been written in it. Backing a horse nobody ever moves is wasted money, not lost money.

Can I back a horse that is already home? No. Its race is over.

Can I back the same horse more than once? Yes, and the odds are read fresh each time, so a horse you backed at ×3 early may only pay ×1 when you add to it.

Do my odds change as the horse runs? No. A stake is locked at the multiplier it was placed at.

Do I have to stake every turn? No. You may pass, and hold stakes for a better book. But an unspent stake scores nothing, so passing all race is the worst play available.

Two players backing the same horse? Both are paid in full. There is no splitting, which is exactly why moving a horse can be doing your opponent a favour.

Who takes the photo in The Book? Whoever made the move that crossed the Camera. Photo tracks stay personal.

emptyspeechbubble.com