How to Play
Thirty seconds to start, full rules when you need them.
30-second overview
Dig, bank, or bust
- 1.Roll four dice and split them into two pairs (sums 2–12).
- 2.Those sums pick tunnels. Place or advance white lanterns one dig deeper (max 3 white out).
- 3.Keep rolling to press your luck, or return to the surface to bank progress.
- 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 number | Digs to vein | Ore | Points |
|---|---|---|---|
| 2, 12 | 3 | Coal | 1 |
| 3, 11 | 4 | Iron | 3 |
| 4, 10 | 6 | Iron | 3 |
| 5, 9 | 8 | Gold | 5 |
| 6, 8 | 10 | Gold | 5 |
| 7 | 12 | Diamond | 7 |
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.
| Lantern | Meaning |
|---|---|
| Your color (red, orange, yellow, green, blue, or purple) | Banked progress — saved when you stop, cave in, or end your turn safely |
| White | This 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 return to the surface, white lanterns become your color (banked).
- 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:
- Roll — Roll 4 dice and try to dig deeper (see Rolling).
- Return to surface — Bank your white lanterns and end your turn safely.
- 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
- Roll 4 dice.
- Split them into two pairs. Add each pair to get two numbers from 2 to 12. Those numbers are the tunnels you may affect this roll.
- For each pair, either:
- 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, you may roll again, return to surface, or cave in.
Using the app
- Tap dice into two pair boxes (or drag them).
- Tap board cells for each pair that needs a dig.
- Confirm with "Confirm this pair?" before the move is final.
- The game will not suggest pairings or highlight legal cells. You do the math.
Must play if you can
These rules match the classic "Can't Stop" dice game, adapted for Dice Miners.
- You choose how to split your four dice into two pairs — but you must use a split that is legal if one exists.
- Once you confirm a pairing, you must apply every legal effect of both pairs. You cannot ignore a pair that would move, place, or clear rubble.
- You may choose a pairing where only one pair does something legal, if you want to avoid activating the other pair.
- If both pairs would legally place or move (or clear), you must do both.
- 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).
- If you have fewer than 3 white lanterns out and a pair would place a new lantern, you must place when that pairing requires it — unless you chose a different legal pairing that avoids placement.
- If you confirm a pairing and nothing legal happens on any open tunnel (and you are not forced to clear rubble), you bust.
Examples (no strategy advice — just legality)
Example A — Must use both pairs
You roll 1, 2, 3, 6. You pair as 5 (1+4) and 9 (3+6). Both tunnels are open and you have white lantern slots. You must affect both tunnel 5 and tunnel 9.
Example B — May use one pair only
Same roll 1, 2, 3, 6. You could pair as 7 (2+5) and 7 (1+6) instead. If only tunnel 7 helps you, that pairing is allowed even though 3 and 4 are also possible splits.
Example C — Double advance
You roll 3, 3, 4, 4. Pairing as 6+6 (3+3 and 4+4) advances twice on tunnel 6 if you already have a lantern there (or places and advances as rules allow). Pairing as 7+7 (3+4 and 3+4) advances twice on tunnel 7 instead. You choose the split — but must fully apply the split you confirm.
Example D — Clearing counts as using a pair
You are on dig 3 of tunnel 8. Rubble blocks dig 4. You roll a pair that sums to 8. That pair only clears the rubble; you do not also advance on that pair this roll. You must clear if you confirmed a pairing that includes 8 and clearing is the only legal effect for that pair.
Example E — Bust
All your white lanterns are on tunnels 5 and 9. You roll 2, 2, 3, 3 (only pairs possible are 4 and 6, or 5 and 5, etc.). If no confirmed pairing can place or move on an open tunnel you can use, 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 cannot legally apply your confirmed pairing, 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.
Return to surface
When you stop voluntarily, your white lanterns are banked (they become your color). 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:
- You seal that tunnel and score its ore points (coal 1, iron 3, gold 5, diamond 7).
- The tunnel closes — no one may dig there again.
- 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 your roll and confirmed pairing legally require placement on 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 confirmed my pairing. What happens?
Bust — same as running out of oxygen without a legal move.
▸The app won't highlight where I can move. Is it broken?
No. You choose pairings and placements yourself; the server only accepts or rejects when you confirm.
▸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
| Action | Result |
|---|---|
| Roll + confirm legal pairing | Place/move/clear per rules; may roll again |
| Return to surface | Bank white → colored; turn ends |
| Cave in | Rubble placed; bank; turn ends |
| Bust | Lose all white lanterns; turn ends |
| Seal vein | Score ore; tunnel closes; others lose that tunnel |
| First to 11+ sealed ore | Win |