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Monopoly dice rules and roll odds
How doubles and the three-doubles jail rule work, plus the real probability of every two-dice total.
Roll the diceThe rules that govern a roll
You roll two six-sided dice and move that many spaces. Roll a double and you take another turn immediately once the current space is resolved. Roll three doubles in a row and the third one sends you straight to jail without moving to the square you rolled. In jail you can pay the fine, use a get-out-of-jail-free card, or try to roll doubles on each of your next three turns.
The odds of each total
| Total | Ways to roll it | Chance |
|---|---|---|
| 2 | 1 of 36 | 2.8% |
| 3 | 2 of 36 | 5.6% |
| 4 | 3 of 36 | 8.3% |
| 5 | 4 of 36 | 11.1% |
| 6 | 5 of 36 | 13.9% |
| 7 | 6 of 36 | 16.7% |
| 8 | 5 of 36 | 13.9% |
| 9 | 4 of 36 | 11.1% |
| 10 | 3 of 36 | 8.3% |
| 11 | 2 of 36 | 5.6% |
| 12 | 1 of 36 | 2.8% |
Seven is the most likely total at one roll in six, and the odds fall away evenly on both sides of it. Doubles of any kind are also one roll in six, since six of the thirty-six combinations are pairs.
What the distribution means at the table
Because rolls cluster around six to eight, the squares six to eight spaces ahead of a busy square get landed on more often than the ones further out. Jail is the busiest square on the classic board, since players are sent there by cards, by the corner and by three doubles, which is why the properties a typical roll past jail reaches have a reputation for earning well. It is a real effect, but a modest one: no square is safe and none is a guarantee.
Dice in Kiraya
A standard Kiraya table rolls two fair six-sided dice, with doubles and a three-doubles rule that sends you to the dock. There is no catch-up weighting in a standard game, and the room settings every player can read before starting are the source of truth for the table you are on.