How to Play

Thirty seconds to start, full rules when you need them.

30-second overview

Dig, bank, or bust

  1. 1.Tap Roll. The game shows every legal pair as a gold button.
  2. 2.Tap one pair button. Your white lanterns move immediately (max 3 white out).
  3. 3.Tap Roll again to press your luck, or Bank to save your progress.
  4. 4.Bust clears white lanterns. Ore scores only when you seal a vein. First to 11 wins.

Goal

Be the first miner to collect 11 or more ore points from sealed veins. Ore only counts when you strike the vein at the bottom of a tunnel.

The board

The mine has 11 numbered tunnels, one for each total you can make with two dice (2 through 12). On screen they form a V of vertical shafts under the sky. Each tunnel has a fixed number of digs (cells) from the surface to the vein.

Tunnel lengths (2–4 players)

Tunnel numberDigs to veinOrePoints
2, 123Coal1
3, 114Iron3
4, 106Iron3
5, 98Gold5
6, 810Gold5
712Diamond7

5 or 6 players: Every tunnel is 2 digs deeper for the whole game (set when the room is created).

You always move one dig deeper on the tunnel that matches your pair sum.

Lanterns

Your progress is shown with lanterns hanging in the tunnels.

LanternMeaning
Your color (red, teal, yellow, green, blue, or purple)Banked progress — saved when you stop, cave in, or end your turn safely
WhiteThis turn only — temporary progress while pressing your luck

Rules for lanterns:

  • You may have at most 3 white lanterns on the board at once (across all tunnels).
  • When you Bank, white lanterns become your color (saved progress).
  • When you bust, all white lanterns are removed. Your colored lanterns stay.
  • Cave-ins are shown as rubble, not lanterns.

Each player picks a unique lantern color in the lobby.

Your turn

On your turn, choose exactly one of these actions:

  1. Roll — Roll 4 dice and try to dig deeper (see Rolling).
  2. Bank — Save your white lanterns and end your turn safely.
  3. Cave in — Spend one of your cave-in allowances, place rubble in a tunnel, bank your white lanterns, and end your turn.

If the room has a decision timer, it starts after each roll (not at the start of your whole turn). If time runs out before you roll again, stop, or cave in, you bust.

Rolling

  1. Tap Roll to roll 4 dice.
  2. The app shows every legal way to split the dice as gold pair buttons, such as 4 & 9 or 7 & 7.
  3. Tap one pair button. The matching lantern moves happen immediately. For each number, the game will:
    • Place a new white lantern on the first dig of that tunnel (the mouth), or
    • Advance your lantern one dig deeper on that tunnel, or
    • Clear rubble (see Cave-ins) if you are blocked and the pair matches that tunnel — clearing uses up that pair for digging this roll.

Multiple miners may share the same dig. Lanterns stack visually when they overlap. Rubble still blocks a dig for everyone.

You may keep rolling on the same turn as long as you don't bust. After each successful roll, tap Roll again, Bank, or Cave in.

Using the app

  • The dice are shown above the available pair buttons.
  • Every gold button is a legal choice. The app does not recommend one over another.
  • Tap one button and go. There is no second confirmation.
  • Pair buttons are spaced apart to reduce accidental taps.

Must play if you can

These rules match the classic "Can't Stop" dice game, adapted for Dice Miners.

  1. You choose one of the legal pair buttons made from your four dice.
  2. Once you tap a pair button, the game applies every legal effect of both pairs. You cannot ignore a pair that would move, place, or clear rubble.
  3. You may choose a pairing where only one pair does something legal, if you want to avoid activating the other pair.
  4. If both pairs would legally place or move (or clear), you must do both.
  5. You may move twice on the same tunnel in one roll if both pairs match that number (for example, pairing as 7 and 7 lets you advance twice on tunnel 7, if legal).
  6. If you have fewer than 3 white lanterns out and a pair would place a new lantern, it is placed when you tap that pair button — unless you choose a different legal pair button that avoids placement.
  7. If the roll has no legal pair button, you bust automatically.

Examples (no strategy advice — just legality)

Example A — Must use both pairs
You roll 1, 2, 3, 6. One choice is 3 & 9 (1+2 and 3+6). If both tunnels are open and you have white lantern slots, tapping that button affects both tunnel 3 and tunnel 9.

Example B — May use one pair only
You already have three white lanterns out. A roll may show a single-number button when one half of that split can move and the other half cannot legally place a fourth white lantern. Tapping it applies the one legal move.

Example C — Double advance
You roll 3, 3, 4, 4. Pairing as 6 & 8 (3+3 and 4+4) affects tunnels 6 and 8. Pairing as 7 & 7 (3+4 and 3+4) advances twice on tunnel 7 instead. Tap the choice you want and the game applies it fully.

Example D — Clearing counts as using a pair
You are on dig 3 of tunnel 8. Rubble blocks dig 4. You roll a choice that includes 8. That 8 only clears the rubble; you do not also advance on that number this roll.

Example E — Bust
All three white lanterns are already in use. If a roll cannot move any of those lanterns and cannot clear rubble, no gold pair button appears and you bust.

Example F — Not forced onto other tunnels
You have a white lantern on tunnel 7 and two empty white slots. You roll 2, 2, 5, 5. You may pair as 7 and 7 and only move on tunnel 7 twice. You are not forced to place new lanterns on tunnels 4 and 10.

Bust

If you roll and no pair button can make a legal move, you bust:

Ran out of oxygen. Returning to surface without progress.

Remove all white lanterns. Your colored lanterns stay. Your turn ends.

You also bust if the decision timer runs out after a roll.

Bank

When you tap Bank, your white lanterns become your color and are saved. Your turn ends.

Cave-ins

Each miner starts with 1 or 2 cave-ins (set by the host). Cave-ins are used instead of rolling on your turn.

Placing rubble

  • Choose any empty dig on any unsealed tunnel.
  • That dig must not already hold a player's lantern.
  • Place the rubble, bank your white lanterns, and end your turn.

Passing rubble

  • To move past rubble, you must roll a pair matching that tunnel's number.
  • That roll only clears rubble — you do not advance on that pair for that roll.
  • On a later roll, you must match that number again to dig past where the rubble was.

Stacked rubble

Multiple cave-ins may block the same tunnel on different digs. When you clear with a matching roll, remove the single pile closest to you among the rubble still ahead of you on that path — the next blocker in front of your lantern, not rubble behind you.

Tactical use

You may cave in behind yourself on a tunnel to slow miners chasing you. Rubble behind your lantern does not affect you until you retreat backward (you normally only dig deeper).

Striking the vein (sealing a tunnel)

When your lantern reaches the bottom dig of a tunnel:

  1. You seal that tunnel and score its ore points (coal 1, iron 3, gold 5, diamond 7).
  2. The tunnel closes — no one may dig there again.
  3. Every other miner removes all progress (colored and white) on that tunnel.

Sealed ore adds to your total. Positions on other tunnels do not score until those tunnels are sealed.

Winning

The first miner whose sealed ore total reaches 11 or more wins the game.

Examples of winning totals:

  • Diamond + Iron + Coal = 7 + 3 + 1 = 11
  • Gold + Gold + Coal = 5 + 5 + 1 = 11
  • Iron + Iron + Iron + Coal = 3 + 3 + 3 + 1 = 10 — not yet
  • Diamond + Gold = 7 + 5 = 12 — win

Room basics

  • Room code: 5 letters (no I or O). Share the invite link from the lobby or sky bar.
  • Password: Optional. May appear in share links for convenience.
  • AI: Host can fill seats with AI. Joining humans replace AI seats.
  • Host: Starts the game. Room settings are fixed once the dig begins.
  • Disconnect: If you leave, rejoin with the same browser to restore your seat. After about 3 minutes, AI plays for you until you return; when you return, you immediately take back control.

Scenario FAQ

▸Do tunnels bend on the board?

No. In this version shafts are vertical columns arranged in a V. "Deeper" means the next dig down that tunnel's column.

▸I have white lanterns on tunnels 5 and 6. Can I place a third on tunnel 9?

Only if a gold pair button includes 9 and you have a free white lantern slot (max 3).

▸Can I place rubble on a dig that has no lantern yet?

Yes, if the tunnel is not sealed and the dig is empty (no lantern, no rubble already there — unless stacking on different digs).

▸Can I place rubble on my own lantern?

No. Rubble must go on an **empty** dig with no player's lantern.

▸Rubble is on dig 5 of tunnel 9. I'm on dig 4. What does a 9 roll do?

It clears the rubble on dig 5 only. You stay on dig 4 until a later roll lets you advance.

▸Two piles of rubble on tunnel 6 at digs 4 and 6. I'm on dig 3. I roll a pair of 6s.

One 6 clears dig 4 (the next pile ahead of you). The other 6 may advance you or clear again if dig 4 is gone and dig 6 is now the next blocker — apply both pairs fully per must-play rules.

▸Someone sealed tunnel 7 while I had a lantern halfway down. What happens?

Your lantern on tunnel 7 is removed. You keep lanterns on other tunnels. They score 7 points.

▸I sealed tunnel 5 but I'm still short of 11 ore. Do I keep playing?

Yes. The game continues until someone reaches 11 **sealed** ore.

▸Does halfway down a tunnel give me partial ore?

No. Only **sealing** the vein scores.

▸I bust. Do I lose my colored lanterns?

No. Only white lanterns are removed.

▸I stopped last turn and banked. This turn I roll — are my colored lanterns my starting position?

Yes. New white lanterns are placed or moved from those banked positions when you dig again.

▸Can I cave in and roll on the same turn?

No. Cave in **ends** your turn after banking.

▸Timer ran out before I picked a pair or chose my next action. What happens?

Bust — same as running out of oxygen without a legal move.

▸How do I know which pair choices are legal?

Every gold pair button shown after a roll is legal. Pick the one you want; the lanterns move immediately.

▸I was host and refreshed. Am I still host?

Not automatically. If you were promoted away while gone, the current host keeps host duties. You rejoin as a player with your saved lantern color and progress.

▸Can spectators watch a full room?

No. v1 has no spectator mode.

▸We rematched. Same room code?

Yes. Players stay; the mine resets.

Quick reference

ActionResult
Roll + tap a pair buttonPlace/move/clear per rules; may roll again
BankBank white → colored; turn ends
Cave inRubble placed; bank; turn ends
BustLose all white lanterns; turn ends
Seal veinScore ore; tunnel closes; others lose that tunnel
First to 11+ sealed oreWin