Dice math puzzle rules

How to play Race to 100

Race to 100 is a dice puzzle built around target numbers. Select two tiles, choose an operation, and replace them with the result. Use every number and finish on the exact target to move one step closer to 100.

A game, not a lecture

Learn it by making the numbers move.

Pick two numbers. Combine them. Keep going until every die becomes the target. Three tiny boards teach the whole game.

Rules in plain English

Select two dice and use addition, subtraction, multiplication, or exact division. The result replaces those two dice. Repeat until only one number remains.

A board is solved only when that final number equals the target. Every original die must be used, results cannot be negative, and division must produce a whole number.

An original die showing 1 has a 1↔10 badge, so it can become 10 and return to 1. A calculated 1 does not get that badge.

Worked example

Solve targets 10, 20, and 30.

The same three ideas from the interactive lesson also explain the full game: use every die, recover from dead ends, and recognize when an original 1 can become 10.

  1. Target10

    Use every number

    Start with 5, 3, and 2. Combine 5 + 3 to make 8, then combine 8 + 2 to finish on 10.

    5 + 3 = 88 + 2 = 10
  2. Target20

    Protect the useful path

    With 2, 3, and 4, begin with 2 + 3 to make 5, then multiply 5 × 4 to reach 20. A different opening can create a dead end; Undo restores the previous tiles so you can try again.

    2 + 3 = 55 × 4 = 20
  3. Target30

    Use the original 1↔10 rule

    An original die showing 1 can flip to 10 before you combine it. Flip the 1, then multiply 10 × 3 to make 30. A calculated result of 1 cannot flip.

    1 ↔ 1010 × 3 = 30
01

Combine two numbers

Tap any two available tiles, then choose +, −, ×, or ÷. The two tiles disappear and the result takes their place.

5+3=8
02

Use every original number

Making the target early does not finish the round. Every original die must be consumed, leaving one final tile.

8+2=10
03

Keep the arithmetic clean

Division must make a whole number. Results cannot go below zero. Zero itself is allowed and can help consume spare dice.

33=0
04

Spot the original 1

An original die showing 1 can flip to 10 before it is combined. A new tile calculated to equal 1 cannot flip.

1↔10×3=30

Simple strategy

Think about the last move first.

  • Look for a pair or factor that can produce the target on your final move.
  • Keep division exact: fractions are not legal moves in Race to 100.
  • If a promising route collapses, use Undo and test a different opening.
  • Save an original 1↔10 flip for the moment when 10 is more useful than 1.

10 → 100

In Solo, Relax, and Daily, the target ladder is always:

  • 10, 20, 30, 40, 50
  • 60, 70, 80, 90, 100
  • Normal rolls are checked for at least one valid solution before you see them.