Threes Strategy
Threes has one decision, repeated: which dice to keep. New? See the rules.
1. Threes and ones, always
A 3 is worth zero and a 1 is worth one. Keep them the moment they appear.
2. The reroll is worth 2.5
A rerolled die averages 2.5 (faces 1, 2, 0, 4, 5, 6). So a 4, 5 or 6 should be rerolled whenever you still have other dice to keep; a 2 is a marginal keep.
3. Keep the minimum
If a roll shows nothing good, keep just one die, the lowest, and reroll the rest. Keeping extra dice to "finish faster" costs points.
4. Few dice left
With one or two dice left, keep 2s too: the chance of a 3 is small and the downside of a 6 is large.
5. Second to roll
Against the computer you know the target. Ahead? Stop taking risks and keep 2s and even 4s to lock the round. Behind? Reroll everything above 1.
The hard computer keeps 3s and 1s, keeps 2s only with two or fewer dice left, and otherwise keeps the lowest single die; normal also keeps 2s; easy keeps the lowest die each roll.
Frequently asked questions
Should I keep a 2 in Threes?
A rerolled die is worth 2.5 on average (a 3 counts zero), so a 2 is slightly better than a reroll. Keep 2s when you have one or two dice left; with more dice, rerolling costs little and could find threes.
Last updated 2026-10-21