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By Jaques of London
Est. 1795
Games RulesDice Games › Twenty-Five

How to Play Twenty-Five

The quick answer: Each player rolls five dice and tries to reach exactly 25 points across one or more rounds. On your turn you roll all five dice, set aside keepers, and re-roll the rest up to three times, scoring the final total. First to reach 25 without going over wins.

Twenty-Five is a straightforward push-your-luck dice game for two to six players in which everyone races to accumulate exactly 25 points. Each turn you roll five dice, choosing which to keep and which to re-roll across up to three rolls, then bank your score. The tension comes from knowing when to stop: go over 25 and your score resets, so caution and nerve matter in equal measure.

The game is popular at kitchen tables and family gatherings because the rules take under two minutes to explain, rounds are short, and the scoring threshold keeps every player in contention until the final roll. It travels well, needs nothing beyond a set of five standard dice and something to write with, and works for a wide age range.

Players2-6
Ages7+
Time15-30 minutes
EquipmentFive standard six-sided dice, paper and pencil for scoring

A little history

The origins of Twenty-Five as a distinct dice game are unclear. Dice games built around a fixed target score have existed across many cultures for centuries, and games sharing Twenty-Five's core push-your-luck structure appear in various European parlour-game collections from the nineteenth century onward. The specific name and ruleset described here are traditionally associated with British family play, but no single authoritative source documents when or where this exact version was codified.

Setting up

  1. Seat all players around a flat surface with enough room to roll five dice comfortably.
  2. Designate a score-keeper and prepare a simple tally sheet with each player's name.
  3. Decide the winning target before play begins: the standard target is exactly 25 points, but the group may agree on a different figure for a shorter or longer game.
  4. Determine who goes first by each player rolling one die; highest roll goes first, with ties re-rolled. Play then proceeds clockwise.

How to play

  1. On your turn, take all five dice and roll them together.
  2. After the first roll, examine your dice and set aside any you wish to keep. You must keep at least one die after each roll.
  3. Roll all non-kept dice for your second roll. Again, set aside at least one additional die.
  4. Roll any remaining non-kept dice for your third and final roll. You may not re-roll dice you have already set aside.
  5. After your third roll, add together the face values of all five dice to get your turn total.
  6. Add your turn total to your running score and record it on the tally sheet.
  7. If your running score exceeds 25, your score resets to zero and your turn ends immediately. You must build back up from zero on subsequent turns.
  8. If at any point after a roll all five dice show the value you want and you are happy with your total, you may choose to stop rolling early and bank that total without taking further rolls.
  9. Play passes clockwise to the next player, who takes their turn in the same way.
  10. Continue until one player's running score reaches exactly 25.

Winning and scoring

The winner is the first player whose cumulative score reaches exactly 25. If a player's score would exceed 25, their total resets to zero rather than staying at the over-25 figure, and they must work back up from scratch. There is no bonus for reaching 25 in fewer turns; the sole objective is hitting the target exactly. In the event two players reach 25 on the same round of play, the player who reached it first in turn order on that round is the winner.

The fine points

The most common dispute concerns the bust rule: some players assume the score simply stays where it was rather than resetting. The standard ruling is a full reset to zero, which is the mechanism that gives the game its tension and prevents a cautious player from stalling at 24. Agree this before play begins. A related question arises when a player on exactly 24 rolls a total of 1: a single die showing 1 is legal and wins the game, but the player must still commit to keeping at least one die after each roll, so they cannot simply pocket four dice and roll one hoping for a 1 without having set those dice aside in prior rolls of the same turn.

Players sometimes ask whether they must take all three rolls. The answer is no: you may bank your result after the first or second roll if you are satisfied with your total and do not want to risk busting. However, once you declare your turn over and record your score, you cannot change your mind and roll again. Keep the order of play strict so no player feels pressure to hurry a decision.

How to win more often

Variations

Fifty

Played identically to Twenty-Five but with a target score of 50. This extends the game considerably and suits groups who want a longer session. The bust rule remains: exceed 50 and your score resets to zero. A lower intermediate bust threshold of 25 is sometimes added as a house rule, resetting any player who passes 25 during the race to 50.

Team Twenty-Five

Players pair up into teams of two, with partners seated opposite each other. Each player still takes individual turns, but the team's combined running score must reach exactly 25. Both teammates contribute to a single shared total, so communication about when to stop rolling becomes part of the game. Bust resets the whole team score to zero.

Wild One

In this variant, any die showing a 1 is treated as a wild and may count as any value from 1 to 6 chosen by the player after all three rolls are complete. This reduces bust frequency and speeds up the endgame, making the variant better suited to younger players or shorter sessions. All other rules remain unchanged.

Elimination Twenty-Five

Rather than racing to reach 25, players are eliminated when their score exceeds 25. There is no reset: a bust means that player is out of the round. The last player remaining without busting wins. This variant works best with five or six players and produces a quicker, more dramatic finish than the standard version.

Twenty-Five: frequently asked questions

What happens if my score goes over 25?

Your running score resets to zero immediately. You do not keep any of your previous total or the turn total that caused the bust. You start building from zero again on your next turn.

Do I have to take all three rolls on my turn?

No. You may stop after your first or second roll and bank whatever total your five dice show at that point. Once you declare your turn finished and your score is recorded, you cannot roll again that turn.

Can I keep all five dice after my first roll?

Yes. If your first roll gives you a total you are happy with and keeping all five dice does not risk a bust, you may set all five aside and end your turn with that total. You are never forced to re-roll if you do not want to.

What is the minimum number of dice I must keep after each roll?

You must keep at least one die after your first roll and at least one more die after your second roll before your third and final roll. You cannot simply roll all five dice three times in a row without setting any aside.

Is Twenty-Five suitable for young children?

The game is generally suitable from around age 7, as children need to add up to 25 reliably and understand the bust concept. Younger children can play with adult support doing the arithmetic, and the Wild One variant can make the game more forgiving for beginners.

What if two players reach exactly 25 in the same round?

The player who reached 25 first in turn order during that round wins. Because play is sequential rather than simultaneous, this is almost always unambiguous: whoever took their winning turn first in clockwise order is the winner.

How many players can realistically play Twenty-Five?

The rules support two to six players. With six players rounds can feel slow as everyone waits for their turn, so six-player games benefit from an agreed time limit per turn, typically 30 seconds, to keep things moving.

Can I re-roll a die I have already set aside?

No. Once a die has been set aside as a keeper, it stays out for the remainder of your turn. Only dice that have not been designated as keepers may be re-rolled on subsequent rolls within the same turn.

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