Lucky Sevens

Dice-wild community game · roll names the wild, a seven wins the side pot
NewDice + wild game
Play Now vs AI · free · no sign-up

How to Play

Lucky Sevens plays like Hold'em, but the dice decide what's wild. Everyone antes $1 and gets two hole cards; the dealer rolls two dice and the sum names the wild rank for the whole hand. Over five $1-limit betting rounds the board grows β€” flop 2, turn 1, river 1 β€” and after the river each player gets a third hole card, face down. A paid re-roll can change the wild mid-hand and feed a side pot that only a player who rolls a seven can win.

🎲The dice name the wild. The roll's sum is the wild rank β€” 7 makes sevens wild. Kings and Aces are never wild, so the top tier stays pure.
πŸ”Re-roll to swing it. Rounds 2–5 open with a re-roll offer that rotates clockwise. Take it to pay $1 Γ— your roll into the side pot and reset the wild.
🎰Roll a 7, take half the jackpot. Any seven you roll instantly scoops half the side pot and stakes the claim on the rest. The last seven still standing wins whatever's left at showdown.
🎯Doubles roll again. Roll a matching pair and you may roll again (paying again) for another shot at a seven β€” keep going as long as you keep hitting doubles.

A hand, step by step

  1. Ante & deal. Everyone antes $1 and gets two hole cards, face down.
  2. The opening roll. The dealer rolls two dice; the sum sets the wild rank (see the table) and β€” like any roll β€” the dealer pays $1 Γ— the roll into the side pot, seeding it every hand. If it's a 7, the dealer immediately takes half the side pot and stakes the claim on the rest; if it's doubles, the dealer may roll again (see below).
  3. Five betting rounds. Round 1 on your hole cards; then the flop (2 cards), the turn, the river, and finally the third hole card β€” each followed by a $1-limit betting round of the opening bet plus at most three raises.
  4. The re-roll. At the start of rounds 2–5, before betting, the offer to re-roll opens with the player to the button's left β€” clockwise from the dealer who made the opening roll β€” and passes clockwise from there. The first to take it pays $1 Γ— the number rolled into the side pot and resets the wild. One re-roll per round; the offer moves round the table hand to hand as the button does.
  5. Doubles roll again. Any roll that comes up doubles β€” opening throw or a re-roll β€” lets that same player roll again, paying $1 Γ— the new roll into the side pot. It keeps going as long as they keep hitting doubles and can pay β€” each new roll another chance at a seven.
  6. Showdown. Best five from your three hole cards + four community cards (wilds included) wins the main pot. The last player to roll a seven takes the side pot if they never folded.
  7. Play on. Re-ante, the button moves one seat, and deal again. Run out of chips and you're out β€” last player with money wins.

The dice name the wild

22s
33s
44s
55s
66s
77s
88s
99s
1010s
11Jacks
12Queens
Seven is the most common roll β€” hence the name. Kings and Aces can never be wild.

The Side Pot

The side pot is a running jackpot, separate from the main pot, that only a seven can win:

  • How it fills. Every roll pays its number into the side pot β€” the dealer's opening roll, every paid re-roll, and every doubles roll-again ($1 Γ— the number rolled). The side pot is only ever this dice money; nothing from the betting ever goes into it.
  • Roll a 7, take half of it. The instant anyone rolls a seven, that player immediately scoops half the side pot (rounded down) into their stack β€” the other half stays in the jackpot β€” and stakes the claim on the rest.
  • Who owns it. The instant anyone rolls a 7 β€” opening roll, a re-roll, or a doubles roll-again β€” they claim the side pot. A later seven passes the claim, accumulated pile and all.
  • Doubles roll again. Matching dice never win the pot themselves β€” instead they hand the roller the option to roll again, paying again, for a fresh chance at a seven. A player can chain several rolls this way as long as the dice keep pairing and they can pay.
  • Who wins it. Only the last player to roll a seven wins it, at showdown, provided they never folded β€” even if they lose the main pot.
  • When it carries. If the owner folds (and no one else rolls a seven) or nobody rolls a seven at all, the side pot goes unclaimed and carries to the next deal, growing until someone finally rolls a seven and survives.

Watch a Full Hand β€” step by step

Step through a complete 4-player hand one action at a time β€” the opening roll that lands a seven (scooping half the side pot and claiming the rest), a mid-hand re-roll that swings the wild, a doubles roll-again into another seven, and a showdown decided by wild cards.

Pre-deal
Step 1 / 1
β–² Watch the wild rank at the top of the board: when a player re-rolls, it changes for everyone β€” and every card of that rank instantly becomes wild.

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