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Est. 1795
Games RulesDice Games › Round the Clock

How to Play Round the Clock

The quick answer: Each player takes turns rolling two dice, trying to hit every number from 1 to 12 in order. The first player to roll each target number in sequence and complete the full clock face wins the game.

Round the Clock is a simple, fast-moving dice game for two to six players in which everyone races to roll the numbers 1 through 12 in strict sequence. No board, no cards, no complex scoring, just two dice, a good memory for where you are in the sequence, and enough luck to keep every round genuinely unpredictable.

It is a firm favourite at kitchen tables and family gatherings because the rules take under a minute to explain, younger children can compete on equal terms with adults, and the lead can change on a single roll. Games are short enough to play several back-to-back, which is exactly what most groups end up doing.

Players2-6
Ages6+
Time10-25 minutes
EquipmentTwo standard six-sided dice and something to track each player's current target (pen and paper works perfectly)

A little history

The origins of Round the Clock are unclear. Dice racing games in which players work through a fixed numerical sequence appear in various forms across European game collections from the nineteenth century onward, and the clock-face framing, matching the twelve numbers on an analogue clock, is a neat piece of folk design that made the goal immediately memorable. No single inventor or definitive first publication has been recorded.

Setting up

  1. Seat all players around a table where everyone can reach the dice easily.
  2. Agree who goes first, youngest player, highest single-die roll, or any method the group prefers.
  3. Each player notes or remembers that their starting target is 1.
  4. No other preparation is needed: the game begins immediately.

How to play

  1. On your turn, roll both dice.
  2. If the total shown equals your current target number, you advance: your new target becomes the next number up in the sequence (1, 2, 3 ... all the way to 12).
  3. If the total does not match your current target, nothing happens and your target stays the same.
  4. Pass the dice to the next player clockwise regardless of whether you scored.
  5. On any single turn you may only advance one step, even if you happen to roll a number that would match a later target, you must hit each number in strict order.
  6. A score of 1 can only be made with two dice showing 1 and a blank, which is impossible on standard six-sided dice. See Fine Points for how groups typically handle this.
  7. Continue taking turns in order. There is no limit on the number of rounds.
  8. The moment a player rolls a total of 12 while that is their current target, they call it out and the game ends immediately.

Winning and scoring

The winner is the first player to have successfully rolled every number from 1 to 12 in sequence. There is no points tally in the standard game: it is a straight race. If you want to run a longer session, award one point per game won and play to a agreed total, such as first to five points.

The fine points

The most common rules dispute concerns the number 1. Two standard six-sided dice cannot produce a total of 1, so most groups adopt one of two house rulings before play begins: either skip 1 entirely and start the sequence at 2, or allow a double-1 (snake eyes, total of 2) to count as the 1 target as a special case. Agree which ruling you are using before the first roll; switching mid-game causes arguments. The skip-to-2 version is the more commonly documented approach and is recommended for straightforward play.

A second dispute arises when a player rolls their target number but forgets to announce it and passes the dice on. The standard ruling is that the advance only counts if the player claims it before the next player rolls. If the next player has already thrown, the moment has passed and the target does not move. This keeps play moving and removes any incentive to watch other players' dice rather than your own.

How to win more often

Variations

Split Dice

In this popular variant, a player may use the two dice individually rather than as a combined total. So a roll of 3 and 5 could count as 8 (combined), or the player could use the 3 to hit target 3 and then, on the same turn, use the 5 to hit target 5 if 3 and 4 have already been cleared. This variant rewards players who manage their sequence cleverly and adds a genuine decision point to every roll.

Reverse Clock

Players work backwards from 12 down to 1 (or 2 if skipping 1). Everything else stays the same. The reversed sequence feels surprisingly fresh because the high numbers come early when everyone is jostling for position, and the race tightens sharply at the low end where dice totals cluster least often.

Double or Nothing

A player who rolls a double on any turn may roll both dice again immediately as a bonus throw. If the bonus roll also matches their target, they advance and keep rolling as long as they throw doubles. Any non-double that misses the target ends the turn as normal. This variant significantly increases the drama and variance, making it particularly popular with younger players.

Team Clock

Pairs of players share a sequence, alternating who rolls. Both teammates must have hit all numbers 1-12 between them before the team can win, meaning each individual roll advances the shared target. This works well with larger groups and introduces a light co-operative element without changing any of the core rules.

Round the Clock: frequently asked questions

Can you roll the number 1 with two standard dice?

No. The lowest possible total from two six-sided dice is 2. Most groups either start the sequence at 2 or treat a roll of double-1 (total 2) as a special substitute for the 1 target. Decide before you start and stick to it.

What happens if you roll your target number but forget to say anything?

The standard ruling is that you must claim your advance before the next player rolls. If they have already thrown, your turn is lost and your target stays where it was. This keeps the game moving and is the fairest rule for all.

Can you advance more than one step on a single turn?

Not in the standard game. You hit your current target, advance one step, and pass the dice on. The Split Dice variant is the exception: using the two dice individually can let you advance two steps in one turn.

How long does a typical game last?

With two or three players expect around 10-15 minutes. With five or six players, 20-25 minutes is more typical. Games are short enough that most groups play several in a row.

Is Round the Clock suitable for young children?

Yes, from around age six. The only skills needed are recognising numbers and adding two dice together. Writing the sequence on paper and letting children tick off each number as they score it removes any memory burden and keeps them fully engaged.

Do you have to roll exactly 12 to win, or just reach it?

You must roll a total of exactly 12 while 12 is your current target. Rolling it on any earlier turn counts for nothing, you still need every number in sequence before the game ends.

Can more than two people tie?

In practice it is extremely rare, but if two or more players both need 12 and are rolling on the same turn cycle, whoever rolls 12 first in turn order wins. If you want a formal tiebreak, have tied players take one roll-off turn each until one succeeds.

Does it matter how many players you have?

The game works well from two to six players. With only two, games are quicker and more tactical. With five or six, the wait between turns grows but so does the spectacle of watching the field spread across the sequence. Under two or over six players is not recommended.

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