A virtual die for when you do not have one to hand
Dice get lost. It is almost a law of nature: the board game turns up complete, with the board and every last counter, and the die is missing. A virtual dice roller settles that in two seconds and with no hunting under the sofa.
Beyond board games, rolling a die is a fast and neutral way to decide. Who starts, who answers, how many points a question is worth, or which team gets the next turn. Because chance decides, nobody argues with the result.
This tool lets you throw one, two or three dice at a time, depending on what you need: one for simple turn-taking, two for the classic board games, and three when the game calls for it or you want a wider range of numbers.
How to use the online dice
- Choose how many dice. One, two or three, depending on what your game or your activity needs.
- Roll. One tap and the dice spin until they settle on a random result.
- Repeat as often as you like. There is no limit on rolls and no waiting between them.
Tip: save this page to your phone's home screen. It behaves like a shortcut and you will always have a die available.
What an online dice roller gets used for
Board games
Ludo, Monopoly, role-playing games or any board whose die has gone missing.
Classroom turns
Deciding which row answers, which team starts or the order of the presentations.
Group activities
Assigning numbered challenges or questions according to the number that comes up.
Maths
Practising probability, addition and statistics with real rolls instead of theory.
PE
Each number, a different exercise. Roll and get moving.
Quick decisions
When there are several numbered options and nobody can make up their mind.
The probability behind one, two and three dice
Rolling dice is also one of the best resources for teaching probability, because the results can be checked on the spot:
With one die, everything is equally likely
Each face has a one in six chance, roughly 16.7%. No number is easier than another, however much intuition insists otherwise.
With two dice, 7 rules
This is where it gets interesting. Adding two dice, 7 is the most frequent total because it can be made six different ways (1+6, 2+5, 3+4 and their reverses), while 2 and 12 can each be made only one way. That is why so many board games revolve around seven.
With three dice, the bell sharpens
Summing three dice makes the central results, around 10 and 11, more likely still, and the extremes (3 and 18) extremely rare: one chance in 216 for each.
Every roll starts from scratch
A die does not remember what came before. Three sixes in a row does not make the next six any less likely. Believing otherwise is known as the gambler's fallacy and makes an excellent classroom discussion.
Suggested activity: roll two dice fifty times recording the total, build a bar chart of the results and compare the shape you get with the theoretical distribution. That is experimental probability in fifteen minutes.
Features
- Up to three dice at once. Pick the number according to what you need.
- Immediate result. No waiting and no setup first.
- No data stored and no sign-up. You come in, you roll, you are done.
- Works on a phone. Designed above all for use at the table, phone in hand.
- Completely free. No limits and no paid version.
Roll the dice right now
Nothing to set up: come in, choose how many dice and throw.
Roll the dice nowFrequently asked questions
How many dice can I roll at once?
Is the result genuinely random?
Do I need to sign up or install an app?
Is it good for board games?
Does it work offline?
Can I use it in class on the projector?
More games and classroom tools
All of them are free, take minutes to set up and are shared with a single link.