Games & Activities Intermediate

Risky Rolls

Push-your-luck dice against 1-3 AI players: set aside scoring dice, bank or re-roll, and try not to bust. Choose your target score and opponent count to raise the payout.

Updated Aug 10, 2026 54 views

Risky Rolls is MiroPets' push-your-luck dice game. You roll 6 dice, set aside the ones that score, and choose: bank what you have, or re-roll the rest for more. Roll nothing scoring and you bust, losing everything you built up that turn. First to the target score wins — but every player gets one last turn to answer.

Where to find it

Setting up a game

  • Target score: 5,000 (quick game) or 10,000. The 10,000 target pays 1.5x coins.
  • Opponents: 1, 2, or 3 AI players. More opponents means a harder win and more coins — 1x, 1.5x, or 2x.
  • 5 games per day. VIP members get 2 extra. A game counts as played the moment it starts — but a game in progress is never lost. Leave or refresh the page and it will be waiting for you, right at your turn, when you come back.

Scoring

CombinationPoints
Single 1100
Single 550
Three 1s1000
Three of a kind (2s–6s)face value × 100 (e.g. three 2s = 200)
Four of a kindtriple value × 2 (four 2s = 400)
Five of a kindtriple value × 3 (five 2s = 600)
Six of a kindtriple value × 4 (six 2s = 800)
Straight (1-2-3-4-5-6)1500
Three pairs1500
Two triplets2500

Every die you set aside must be part of a scoring combination. You cannot keep a stray 3 alongside a pair of 1s.

Hot dice

Set aside all 6 dice in a single turn and you get hot dice: the whole set comes back and you keep rolling with your turn points intact. There is no limit to how many times this can chain.

Busting

If a roll produces no scoring dice at all, you bust — the points banked that turn are gone, and play passes on. Points you already banked in earlier turns are safe.

The final round

The first player to reach the target triggers the final round. Everyone else gets one more turn to overtake them, so the leader is not safe until the last die lands.

Coins

Your payout is built from your final score (1 MPC per 100 points), your finishing place (1st 100, 2nd 50, 3rd 25, 4th 10), and bonuses for hot dice (25 each), straights (20), three pairs (15), six of a kind (50), and a clean game with no busts (30). The total is then multiplied by your target-score and opponent-count choices. Coin boosts and your active pet's happiness apply on top.

Pet XP

Your active pet plays alongside you and earns 20 XP base, plus 1 XP per 100 points scored, plus a placement bonus (1st +30, 2nd +15, 3rd +5) and +5 happiness.

Leaderboard

The daily board ranks final game scores, kept separately for each target score, so a 5,000-point game is never compared against a 10,000-point one.

Good habits

  1. Banking 350 every turn beats chasing 1,000 and busting half the time.
  2. Two dice left is the danger zone — the odds of rolling nothing are far higher than they feel. The Roll button shows the exact bust chance before you commit.
  3. When you are behind in the final round, that is the moment to push: second place pays little more than fourth.
  4. Watch for hot dice. Six scoring dice in one turn resets the board with all your points intact — the single biggest swing in the game.