Run For It Dice Game

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If you’re anything like me, you love a game that’s easy to learn, loud in the best way, and filled with dramatic “NOOOO!” moments that echo through the house. That’s exactly why the Run For It Dice Game has become one of our go-to favorites for family nights, youth groups, birthday parties, and even those “we’ve got 15 minutes before dinner” moments.

It’s fast.
It’s simple.
And it’s just risky enough to make everyone feel like a high roller.

Let me walk you through exactly how to play Run For It, with clear steps, examples, and little tips I’ve learned from playing with kids, teens, and competitive adults who absolutely insist they’re “not competitive at all.”

What Is Run For It Dice Game?

Run For It is a simple dice game where players roll dice to collect points, but here’s the twist:

You can keep rolling to earn more…
Or you can “run for it” and bank your points.

If you push your luck and roll the wrong number?
You lose everything from that turn.

Yes. Everything!

What You Need

You only need a few things:

  • 2 standard dice
  • Paper and pen (for scorekeeping)
  • 2 or more players (the more the merrier!)

That’s it. No boards. No fancy pieces. No setup stress.

Family playing Run For It Dice Game  at home

The Goal of the Game

The goal is to be the first player to reach 100 points (or any number you agree on before starting).

You can easily adjust the winning score:

  • 50 points for younger kids
  • 200 points for teens or adults
  • 500 points if you want a long, dramatic game night

Basic Rules of Run For It

Here’s the simple version:

  1. On your turn, roll both dice.
  2. Add the numbers together.
  3. If you don’t roll a 7, you earn those points.
  4. You can choose to:
    • Stop and bank your points
    • Or roll again to try and earn more
  5. If you roll a 7 at any time during your turn:
    • You lose all points from that turn
    • Your turn immediately ends

That’s it.

Simple… but wildly suspenseful.

Step-By-Step Example (So It Makes Total Sense)

Let’s say we have four players:

  • Emma
  • Jake
  • Mia
  • Dad (who insists he has “a strategy”)

Round 1 – Emma’s Turn

Emma rolls:

  • 4 and 3 = 7

Oh no!

Because she rolled a 7 on her first roll, she earns zero points and her turn ends immediately.

She didn’t even get a chance to be brave.

Hands holding 1 die in each hand

Jake’s Turn

Jake rolls:

  • 2 and 5 = 7

WHAT?!

Yes. It happens. This is why this game is dramatic.

Jake also earns zero and his turn ends.

Mia’s Turn

Mia rolls:

  • 6 and 2 = 8

Great! She has 8 points.

She decides to roll again.

Next roll:

  • 5 and 4 = 9

Now she has 17 points total (8 + 9).

She pauses dramatically.

“Should I go again?”

We all chant: “DO IT! DO IT!”

She rolls.

  • 3 and 3 = 6

Now she has 23 points.

She decides to stop and bank them. Smart move, Mia.

Dad’s Turn

Dad rolls:

  • 6 and 6 = 12

He smiles like he’s a professional gambler.

Rolls again:

  • 5 and 1 = 6

Now at 18 points.

Rolls again:

  • 4 and 2 = 6

Now at 24.

We warn him.

He rolls again.

  • 3 and 4 = 7

Silence.

He loses all 24 points.

We laugh. Dad claims the dice are “clearly faulty.”

The Exciting Part: Risk vs Reward

This game teaches one important life lesson:

Sometimes you stop while you’re ahead. And sometimes… you chase glory and regret everything.

The tension builds with every roll. You’ll see:

  • Quiet players suddenly become bold.
  • Confident players crumble.
  • Someone will absolutely shout at the dice.

Scoring Example Over Multiple Rounds

Let’s fast-forward a few turns:

  • Emma: 35 points
  • Jake: 42 points
  • Mia: 58 points
  • Dad: 24 points

Mia is closer to 100.

On her next turn she rolls:

  • 10
  • 8
  • 9

She’s sitting at 27 points this turn.

That would put her at 85 total if she banks.

But she wants to cross 100 in one big move.

She rolls…a 7!

Game night chaos erupts. She loses 27 points and stays at 58. And that, my friends, is why this game is addictive.

When Does the Game End?

The first player to reach the agreed-upon score (usually 100) wins.

But here’s an important rule I always recommend: If someone reaches 100, let everyone else have one final turn to try and beat them.

It keeps things fair and prevents those “THAT’S NOT FAIR!” debates. Trust me. Save yourself the drama.

Fun Variations to Make It Even Better

Once you’ve mastered the basic game, try mixing things up!

1. Double Trouble Rule

If you roll doubles (like 3 and 3 or 6 and 6):

  • You earn double the total.
  • But you must roll again.

So if you roll 6 + 6 = 12
You earn 24 point, but you must roll again.

High risk. High reward.

2. Safe First Roll Rule (Great for Younger Kids)

To prevent constant early disappointment:

  • The first roll of each turn cannot bust you.
  • If you roll a 7 on your first roll, just reroll.

This keeps little ones from feeling defeated too quickly.

3. Team Run For It

Split into teams.

Teammates decide together whether to roll again or run for it.

Warning: This leads to:

  • Intense debates
  • Blame shifting
  • “I TOLD YOU TO STOP!”

But in a fun way.

4. Speed Round Version

Set a timer for 15 minutes.

Whoever has the highest score when time runs out wins.

Perfect for classrooms or youth groups.

Why Run For It Is Perfect for Parties

As someone who has hosted more game nights and birthday parties than I can count, here’s why I love this one:

  • No complicated setup
  • Easy for mixed ages
  • Loud and energetic
  • Quick rounds
  • Everyone understands it fast

You can explain it in under two minutes and be playing immediately.

It’s also perfect for:

All you need are dice and willing risk-takers.

Strategy Tips (Yes, There Is Strategy!)

Even though it’s luck-based, you can improve your odds slightly.

1. Know When to Stop

A common “safe zone” many players use:

  • Stop at 20 points per turn.

It’s not foolproof, but it limits heartbreak.

2. Watch the Leader

If someone is close to winning, you may need to take bigger risks.

Playing safe won’t help if someone’s at 95.

3. Read the Room

Some players panic easily.
Some get greedy.

Knowing your opponents helps you predict how aggressively you need to play.

Common Questions

What if we roll a 7 after already scoring points?

You lose only the points from that current turn, not your total game score.

Can younger kids play?

Absolutely. Even kids as young as 6 can handle it with help adding numbers.

Making It Extra Fun

Want to take it to the next level?

Try:

  • Playing with oversized foam dice
  • Adding silly forfeits for busting
  • Keeping score on a big whiteboard
  • Letting the winner choose a small prize
  • Playing music in the background

You can even create themed nights:

  • Pirate Run For It
  • Christmas Run For It
  • Glow-in-the-dark dice version

Once you start, you’ll see how customizable it is.

Why We Keep Coming Back to This Game

In our house, this game always ends the same way:

Someone laughs so hard they can’t roll.
Someone dramatically “quits forever.”
And five minutes later we say, “Okay, one more round.”

It’s simple.
It’s fast.
It’s thrilling.

And best of all, it brings everyone to the table, teens, adults, kids, even that one friend who “doesn’t like board games.”

Final Quick Rules Recap

  • Roll two dice.
  • Add the numbers.
  • Keep rolling to earn more points.
  • Roll a 7? Lose all points from that turn.
  • First to 100 wins.

Simple to learn. Impossible to resist.

If you’re planning a party, family night, or just need something fun that doesn’t require prep or cleanup, Run For It Dice Game is one of those hidden gems that delivers every single time.

Now go grab some dice…And decide:

Are you playing it safe? Or are you running for it?

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