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Midnight Dice Game Rules: How to Play 1-4-24

Nov 10, 2026 · The Editors

How to play Midnight (1-4-24), the six-dice bar game: qualifying with a one and a four, keeping dice each roll, scoring up to 24, ties, and a simple strategy.

Midnight is a quick dice game played with six dice, also known as 1-4-24 or Fours and Ones. You need a one and a four to qualify, and then the other four dice are your score — the best possible is 24, all sixes, which is "midnight". A round takes a minute, which is why it has long been played in bars.

What you need

  • Six standard dice and something to roll them in (a cup or a tray).
  • Players: two or more. There is no upper limit, but every extra player adds a minute.

How to play Midnight

  1. Roll all six dice.
  2. Keep at least one die. After every roll you must set aside at least one die. You may set aside more. Dice you keep stay kept.
  3. Roll the rest and repeat, until all six dice have been kept. That takes at most six rolls.
  4. Check that you qualify. Among your six kept dice you need a one and a four. Without both, you score nothing ("no score" or "bust").
  5. Score the other four dice. If you qualify, add up the four dice that are not your one and four. That total, from 4 to 24, is your score.

The highest score wins the round. If two or more players tie for the top, they roll again in a sudden-death playoff, or split the stakes if your group prefers.

Midnight dice game: example

You roll 6, 6, 4, 2, 3, 1. You keep the 4 and the 1 (now qualified) and both 6s. You roll the last two dice: 5 and 2. You keep the 5 and roll the last die: a 6. Your four scoring dice are 6, 6, 5, 6 = 23.

Strategy: what to keep

  • Keep a one and a four as soon as you see them. Without them nothing else matters.
  • Keep sixes freely. A six is the best a scoring die can be.
  • Do not keep low dice early. If you must keep only one die and you have no one, four or six, keep the highest — but remember that the more dice you hold back, the fewer chances you leave yourself to find the one and four.
  • Know the target. If the score to beat is low, qualifying is all that matters; if someone has 22, you will need to gamble.

Because you can keep as few as one die per roll, a careful player gets several chances at the one and the four. The real game is how much you risk chasing sixes.

Midnight vs other dice games

GameDiceGoal
Midnight (1-4-24)6Qualify with 1 and 4, then the highest total
Ship, captain and crew5Roll 6, 5, 4 in order, then the highest cargo
Farkle6Score combinations, push your luck to a target
Threes5Lowest total, with threes counting zero

Six dice and a cup

Most dice cups come with five dice, which suits poker dice but not Midnight or Farkle. Our six-dice cup set has the full six and a felt lining, so a round at the table stays quiet.