Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
Luck-sensitive
How it plays
How does it play?
Roll poker dice, pay to lock the faces you want, and claim the mine, bank, store, saloon, sheriff’s office, and town hall before rivals do.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Set Collection
Gather related items that become more valuable when scored together.
Simultaneous Action Selection
Choose actions secretly or concurrently before revealing them together.
Re-rolling and Locking
Keep selected dice and reroll the remainder to pursue a desired result.
Bribery
Offer resources or incentives to influence another player’s decision.
Catch the Leader
Use Catch the Leader as a recurring structure for player decisions and resolution.
Read the full game description
Dice Town turns simultaneous poker-dice rolling into a brisk fight over a frontier town. Everyone rolls five dice under a cup, keeps one or more, and pays dollars whenever they want to hold extra results or reroll an unwanted die. When every player has a final hand, each face controls a different location: nines mine gold, tens rob the bank, jacks shop for special cards, queens steal, kings appoint the tie-breaking sheriff, and the best poker hand claims property at town hall. The sheriff can be bribed, so even an apparently settled tie becomes a negotiation. Players who win nothing visit Doc Badluck for a catch-up benefit, keeping the contest lively until the nuggets or property deeds run out.