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Est. 1795
Games RulesDice Games › Hazard

How to Play Hazard

The quick answer: The caster wins by rolling their chosen 'main' number or a 'nick', and loses by throwing 'out'. Players bet against the caster each round. The first to meet the agreed win condition, or the player with the most winnings after a set number of rounds, takes the game.

Hazard is a fast-moving betting dice game for two to eight players, built around a single caster who rolls against a table of opponents. Each round hinges on whether the caster can hit their chosen target number before they throw a losing combination, making every roll feel consequential even when the stakes are modest.

The game rewards nerve and a clear head under pressure. It is traditionally played around a dedicated table or any flat surface where dice roll freely, and it works equally well as a parlour game or a structured betting competition between friends.

Players2-8
Ages10+
Time20-45 minutes
EquipmentTwo standard six-sided dice, a flat playing surface, and counters or coins for betting

A little history

Hazard is widely documented in English sources from at least the fourteenth century and is mentioned by Chaucer in The Canterbury Tales, suggesting it was already well established by that period. Its origins are unclear, though some historians link the name to the Arabic word az-zahr, meaning dice, implying the game may have travelled to Europe via trade routes during the medieval period. By the seventeenth and eighteenth centuries it was a fixture in English gambling houses, and it is traditionally regarded as a direct ancestor of the American game of Craps.

Setting up

  1. Agree on a staking system before play begins: either a fixed bet per round or a flexible wager that each non-caster chooses independently.
  2. Agree on a winning condition: a set number of rounds, a points or money target, or simply play until players choose to stop.
  3. Decide who casts first. A single roll of one die each works well; highest roll goes first. Ties re-roll.
  4. Each player takes their starting stake of counters or coins and places them in front of them where all can see.

How to play

  1. The caster picks up both dice and announces a 'main': a number from five to nine inclusive. This is the target the caster is aiming to avoid losing on.
  2. All other players at the table may now place bets against the caster. Each non-caster decides their own wager within any agreed limits.
  3. The caster throws both dice. The result is compared against the main and the following fixed outcomes.
  4. A 'nick' wins immediately for the caster. The nicks for each main are: main 5, nick is 5 or 11; main 6, nick is 6 or 12; main 7, nick is 7 or 11; main 8, nick is 8 or 12; main 9, nick is 9 or 11. The caster collects all bets.
  5. An 'out' loses immediately for the caster. The outs are: main 5, out is 11 or 12; main 6, out is 11; main 7, out is 12; main 8, out is 11; main 9, out is 12. Additionally, rolling 2 or 3 on the first throw is always an out for any main. The caster pays all bets.
  6. If the first throw is neither a nick nor an out, that total becomes the caster's 'chance'. The caster now continues throwing until they roll either their chance again or their main.
  7. If the caster rolls their chance before their main, the caster wins and collects all bets.
  8. If the caster rolls their main before their chance, the caster loses and pays all bets.
  9. After any win, the caster may keep the box and announce a new main, or pass the dice to the left. After any loss, the dice pass to the left and the next player becomes caster.
  10. Play continues clockwise. The game ends when the agreed winning condition is reached.

Winning and scoring

The player with the most counters or coins at the end of the agreed number of rounds, or the first to reach a target amount, wins the game. Where rounds are unlimited, agree a finish time or a bust condition beforehand: a player reduced to zero counters is traditionally out. Tracking each player's running total openly keeps the game honest and prevents disputes at the close.

The fine points

The most common dispute concerns the caster announcing a main after the dice have already been thrown. The rule is strict: the main must be called clearly before any die leaves the hand. If the caster throws without calling a main, the round is void, no bets are settled, and the caster must call a main and re-throw. Similarly, a die that leaves the playing surface or lands cocked against an object must be re-thrown in its entirety; partial re-rolls are not permitted.

A second common argument arises when a player tries to change or withdraw a bet after the caster has thrown. Once the first die has left the caster's hand, all bets stand. Bets placed after the throw are void and should be returned without penalty, provided this is the player's first offence in the session. Repeat offenders may be asked to sit out a round at the table's discretion.

How to win more often

Variations

Royal Hazard

In this common variant, the caster may choose any main from five to nine, but the non-casters also vote to accept or reject it. If a majority reject the called main, the caster must choose again. This adds a negotiation layer before each throw and is particularly useful when players feel one main is being called too repeatedly.

Fixed Main

Rather than letting the caster choose, the main is fixed at seven for every round of the entire game. This strips out the strategic element of main selection but significantly speeds play and is a good format for introducing new players, since the nick and out rules collapse to a simpler single set.

Team Hazard

Players divide into two equal teams. One team nominates a caster; the opposing team pools their bets and responds collectively. The caster role rotates within each team after every loss. The team to reach the agreed counter target first wins the match. This works best with six or eight players and encourages tactical discussion about when to bet heavily.

Last Man Standing

Each player begins with an identical fixed stake of counters and no additional counters may be earned or borrowed. A player whose counters reach zero is eliminated immediately. The sole surviving player wins. Bets are capped at a set maximum per round to prevent a single catastrophic loss eliminating a player in the first few throws.

Hazard: frequently asked questions

What numbers can the caster choose as their main?

The caster may only call five, six, seven, eight, or nine as their main. Any number outside this range is not valid and the caster must re-call before throwing.

What happens if the caster throws 2 or 3 on the very first roll?

Rolling a two or three on the first throw is always an out, regardless of which main was called. The caster loses immediately and pays all bets, then passes the dice to the left.

Can the caster keep throwing indefinitely once a chance is established?

Yes. Once a chance is set, the caster throws as many times as needed until they roll either the chance or the main. There is no limit on the number of throws in a single turn.

Is Hazard suitable for children?

The mechanics are accessible from around age ten, and the game can be played with counters rather than money, which makes it perfectly suitable for family play. The betting element is traditional but entirely optional in how it is framed.

How many players work best?

Three to six is the sweet spot. With two players the betting dynamic is thin. With seven or eight the game still works but rounds slow down as each non-caster places their individual wager before the throw.

What is the difference between a nick and a chance?

A nick is a specific roll on the first throw that wins the caster the round immediately. A chance is any first-throw total that is neither a nick nor an out, which then becomes the caster's personal target for subsequent throws.

Does rolling the main number always mean the caster loses?

Only after a chance has been established. On the very first throw, rolling the main can itself be a nick (for example, main seven thrown as seven is a nick, not a loss). The loss-on-main rule applies only once a chance is in play.

What should we do if players disagree about whether a bet was placed before the throw?

The standard ruling is that any bet disputed after the first die has left the caster's hand is void and the counter is returned to the bettor without penalty. To avoid this, establish a clear verbal or physical signal, such as placing counters in a central area, as the only valid way to confirm a bet.

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