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  • About Foursies

  •           Foursies is the dice game that’s as simple as it gets: just four dice and any number of players. No boards, no complicated rules—learn it in seconds, play it for hours. Whether you’re killing time at the bar, hanging out at home, or on the road, Foursies goes wherever you do.




SCORING


The first player to score four points wins a round. You can simply play one round at a time, but if you prefer a longer, more competitive game you can play multiple rounds, keeping track of how many rounds each player has won. There are two different ways to play and score multiple rounds:

Either... The first player to win four rounds wins a tour.

OR... Players play a total of four rounds and the player who wins the most rounds wins a tour. In the case of a tie, resolve using the rules for dueling.

For those looking for a true foursies marathon, you can play a tour de fours. The victor of a tour de fours is the first person to win four tours.


PLAYING A ROUND:


A “tab” is a physical token used to visualize which player started each round (i.e. a beer can tab, a pebble, a poker chip, or whatever is available to you). Determine which player will go first and place the tab in front of them. Players take their turns in order, moving clockwise around the table. At the end of each round, the tab is passed clockwise to the next player at the table.

On your turn, begin by rolling four dice, then see if any of them can be scored or re-rolled.

Any 4 rolled on the dice is worth one point

A four of a kind (for example: 5, 5, 5, 5) is also worth one point. The exceptions to this rule are four 4’s (worth four separate points) or four 1’s (known as a “foursies”).

Rolling a foursies (four 1’s) is better than scoring four points, and is considered a round win unless another player also rolls a foursies before the end of the round.

If you score over four points within your turn, you bust. On a bust, your turn immediately ends and any 4’s rolled during that turn are voided, resetting your score to what it was at the beginning of the turn.

Once one player scores four points or a foursies, any players who have not yet played this round have one final turn to score.


RE-ROLLING:


If you roll any of the following combinations, you may re-roll some or all of your dice, which gives you more opportunities to score. Each turn is played until all re-rolls are resolved and there are no more 4’s to be scored (or the player chooses not to re-roll a false four).

False four: You may choose to re-roll any combinations that add OR subtract to four (for example: 2+2, 5-1, 6-1-1, etc).

A false four can only use addition OR subtraction, not both (for example: 1+5-2 would not qualify as a false four).

Odd man out: Three of the same number (excluding 6’s) + one of any other number is an “odd man out” and MUST be resolved by re-rolling the single different dice before doing anything else.

If your “odd man” is a 4, you score a point before resolving.

When you roll an odd man out, it will typically result in what appears to be another odd man out—but you may not resolve this in the same way. At this point, you can only re-roll if there is a false four present.

Run: Four numbers in a row (for example: 1/2/3/4, 2/3/4/5, 3/4/5/6) MUST be resolved by re-rolling all four dice before doing anything else.

The 4 within a run is scored before resolving the run.

Socks: Two pairs (for example: 5, 5, 3, 3) is known as “socks”. When a player rolls socks, they may choose to resolve it by rolling all four dice two times.

When resolving socks, you may score anything you roll (like 4’s, four of a kinds, or foursies), but you cannot re-roll any combinations (like false fours, odd men out or runs).

Additionally, if you roll a Devil’s Number while resolving socks, you treat it as you normally would.

If you choose to resolve socks, you MUST roll twice even if the second roll could cause you to bust. After your second roll, your turn ends.

If you choose not to resolve socks, you simply continue play as usual.


DUELING:


If multiple players finish the round with four points (or multiple players score a foursies) a “duel” begins between those players. 

All dueling players each roll a single dice simultaneously. Repeat until a 4 is rolled. 

The first player to roll a 4 wins the round. 

If multiple players roll a 4 at the same time, they continue dueling. Any dueling players who did not roll a 4 can no longer continue dueling. 



THE DEVIL:


A devil’s number occurs when three 6’s and any one other number are rolled (for example: rolling three 6’s and one 5 would be called a devil’s five).

The number that is not a
6 becomes the devil’s number and cannot be used in any scoring, or re-rolls during that player’s next turn

A
devil’s number is not considered an odd man out, so the different number is not re-rolled unless it can be used in a false four with one of the 6’s

Alternatively, you may sacrifice one point (if you have any points available) to make a deal with the devil and prevent the different number from becoming the devil’s number

Four 6’s is considered four of a kind, not a devil’s six



ADDITIONAL JARGON:


This game contains some optional terminology that does not impact the gameplay, but can make playing and scoring the game more exciting. These terms are detailed below:

If a player rolls two false fours and chooses to re-roll them both, it is called rolling “whole hog.”

If a player rolls “whole hog” twice in one turn, it is called a “luau.”

If a player re-rolls their hand four or more times within one turn, they are considered to be “cascading.”

If the first roll of a player’s turn does not contain any 4’s or re-rollable combinations, it is called rolling “naked.”

If a player rolls “naked” two rounds in a row, they are considered to be “naked and afraid.”

A four of a kind is commonly referred to simply as a “four” because it is scored the same as rolling a single 4.

If a player re-rolls a false four while there are two 6’s on the table, they are “dancing with the devil”, as there is a possibility that they will roll a devil’s number.

If a player rolls one pair without a second, this is known as “missing a sock” or being “lost in the wash.”

Choosing to re-roll “socks” is referred to as “doing the laundry.”

If a player rolls “socks” as well as “whole hog” (for example: 1, 1, 5, 5) this is called a “hogwash.”


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RULES



   

The Origin of Foursies


Foursies was born on a wedding night at the Green Dragon Inn, where friends, family, and more than a few spirited characters—wizards, knights, woodland elves—gathered around four dice. What started as a spark of fun quickly became a staple, playtested long into the night and for many nights after. Foursies is now proven strong enough for the world to enjoy, drawing crowds at local dives and reaching further than initially imagined. From its genesis, Foursies has carried the feel of an old game rediscovered—simple, enduring, and meant to be shared.


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THE SHOP










FOURSIES SET [GRAY]

$8.99 (+ tax)


Each pocket-sized box set includes four standard 16mm, 6-sided dice and an official Foursies rulebook. Whether you’re killing time at the bar, hanging out at home, or on the road, Foursies goes wherever you do.













FOURSIES SET [BLACK]

$8.99 (+ tax)


Each pocket-sized box set includes four standard 16mm, 6-sided dice and an official Foursies rulebook. Whether you’re killing time at the bar, hanging out at home, or on the road, Foursies goes wherever you do.










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CONTACT US:

Send us pictures, questions, or stories of you and your friends playing Foursies.

EMAIL:
playfoursies@gmail.com

INSTA: @playfoursies











© 2025 Kyle McCann & Chris Chaput. All rights reserved. Foursies™ is a trademark of Kyle McCann & Chris Chaput.