Dice Games

When facilitating games for a person who has dementia, remember to focus on the process rather than perfect game play or the end result. Try to “go with the flow” which could mean changing the game completely if the person has understood the instructions differently than you expected, or modifying game play, rules, or scoring to suit the individual’s abilities. Ensuring the person is positively engaged and receiving the benefits of the activity are the most important considerations.

  • Supplies:

    5 dice, scoresheet (download large-print version here), pencil/pen

    Instructions:

    The object of the game is to fill in all boxes on the scoresheet and get the highest total score to win.

    Players can roll the dice as many as 3 times on each turn in an attempt to get the desired combination of dice.

    On each turn, roll all 5 dice on the first roll. Set aside dice to be kept, and re-roll only the dice that need to change in order to get the desired combination.

    Choose which box to fill in based on the best scoring option. If unable to enter a score, enter a zero in any one of the boxes. Each box can be filled in only once.

    Upper Section:

    The upper section of the scoresheet contains six boxes labeled aces (ones), twos, threes, fours, fives, and sixes.

    To fill in the upper boxes, add the dice with the same values together and place this total in the corresponding scoresheet box (eg. rolling a 3, 5, 5, 5, 5 would make a score of 20 in the “fives” box). Choose wisely…a score of at least 63 in the top section earns a bonus of 35 points!

    Lower Section:

    The lower section of the scoresheet has different combinations of dice that are all scored differently.

    3 of a Kind: 3 of the dice must have the same value, but add all 5 dice together for the score.

    4 of a Kind: 4 of the dice must have the same value, but add all 5 dice together for the score.

    Full House: 3 dice of one common value, and 2 dice of another common value. A full house is worth 25 points, regardless of the values shown.

    Small Straight: 4 dice must have values in numerical order (eg. 3, 4, 5, 6). The remaining die is insignificant. A small straight is worth 25 points regardless of the values on the dice.

    Large Straight: All 5 dice must show values in numerical order (eg. 2, 3, 4, 5, 6). A large straight is worth 40 points regardless of the values on the dice.

    Yahtzee: All 5 dice show the same value. A Yahtzee is worth 50 points the first time. Additional Yahtzees are worth 100 points!

    Chance: If unable to score in any other box, use the chance box. Any combination of dice can be added together for the score. If the chance box has already been filled, you must enter a zero in a box of your choice.

    Modifications:

    Facilitate the game according to the person’s ability level by providing short, clear instructions and provide guidance with decision-making and scoring as needed. You may need to repeat instructions frequently.

    To simplify the game, score only the top section and Yahtzees.

    For those with vision loss, use large sized dice, announce dice values, and remind player on their turn which areas of their scoresheet still need to be completed.

  • Supplies:

    One die and piece of paper for each player. One pen/pencil for the group.

    Instructions:

    Play starts with one player rolling their die repeatedly until they roll a 6.

    Once that player rolls a 6, they pick up the pen/pencil and begin writing numbers quickly on their paper in sequence beginning with 1.

    While the person is still writing numbers, the other players pick up their dice and begin attempting to roll a 6.

    As soon as someone else rolls a 6, the first player must forfeit the pen and the new player begins to write numbers on their paper.

    Play continues in this manner until a player reaches 50 for the win!

    Modifications:

    To create a less busy environment, have only one person at a time rolling the dice.

    Assist with recording number sequences if needed.

  • Supplies:

    4 dice, pencil/pen, sheet of paper

    Instructions:

    Players take turns rolling all 4 dice.

    The first player rolls once and adds the value of all dice together, except the dice that land on 5, which are set aside. The player continues rolling the remaining dice, adding them together and setting aside the 5s each time. The first player’s turn ends when all dice have landed on 5. The dice are then given to the next player.

    Play continues until one person wins by reaching 50 points!

  • Supplies:

    10 dice for each player

    Instructions:

    This game is a race between players to get all 10 of their dice to display the same value.

    All players begin at the same time rolling all 10 dice. Players keep the dice that give them the best chance of getting 10 matching values quickly. For example, if someone rolls 1, 5, 7, 4, 5, 3, 6, 5, 5, 2, they might choose to set the 5s aside and continue rolling the rest to try to get all 10 dice set on 5.

    The first player to get all their dice to be matching values wins!

    Modifications:

    To increase challenge, add the requirement to stack all 10 dice on top of one another as a final step to win the game.

    To decrease challenge, reduce the number of dice used and/or decide on a common number that all players will try to land on.

  • The aim of this game is to roll the numbers 1 to 12 in order.

    Each player, in turn, rolls the dice and moves their position up the sequence of numbers if they are successful in rolling the number they require. For numbers up to 6, either die or the total of both may be counted. For example, if a player requires a 5, they will succeed if either dice shows a 5, or if together they show 3 and 2, or a 4 and 1. For numbers above 6, the total of both dice is needed. The player who reaches 12 first, wins the game.

    Modifications:

    Give each player a clock diagram as a visual aid. The players circle the numbers on the clock as they go so they are able to remember which number they are trying to get.

    Use only one die until players reach 6. While working toward numbers 7-12, leave one die permanently on 6 and roll a second die only.

  • The goal of this game is to steal the other players' chips (these can be candy, coins, or pebbles) by rolling the higher numbers.

    Each player has two dice and in each round, the players roll their dice and whoever has more points gets to steal a chip from the opponents.

    Whoever has the most chips at the end of ten rounds wins.

  • There are six different piles of cards that match the six different die faces.

    Each player takes turns rolling one die. The player chooses a card from the pile that matches the value of the die. On the reverse side of the card, there is a reminiscing topic for which the player must provide a response.

    Once the player has responded, they are allowed to keep the card. After a set number of rounds, the players add up the value of the cards they kept and the winner is the player with the most points.

    Click here for printable card templates.

  • You need three dice for this one. A player rolls all three dice at once, then sets the highest die aside. Roll the remaining two, and again set aside the highest. Roll the last die, then add all three together.

    Each player takes a turn doing this, with the highest score winning the round.

    Play to a set number of rounds, or see who can get to a designated number like 100 first.

  • The goal is to eliminate the numbers 1-10 on a sheet of paper.

    To do so, a player rolls two dice and adds the total. They then may cross out as many numbers as they like, as long as together they add up to the total on the dice. For instance, if a player rolls 11, they may eliminate 1, 2, 3, and 5, as these add up to 11.

    If no numbers are available to add up to the dice total, play passes to the next player and continues until someone finally eliminates the last available number.

  • The first player begins by rolling one die. The value of the die is recorded to begin their score. The player has the choice of rolling again to add the value of the second roll to their score. They can continue rolling as many times as they like and adding to their score until they decide to stop.

    However, if the player rolls a “1” at any time, they lose all of the points they’ve accumulated and the next player’s turn begins.

    The first player to reach a preset score is the winner.