Gameweave

Going to Boston

Going to Boston is a quick three-dice family game. Each turn you keep the highest die from successive rolls, then add the three banked faces for your round score.

Objective

Win the match by winning the most rounds. The default match is five rounds. If two or more players are tied for most round wins after the fifth round, play continues with overtime rounds until the tie breaks.

Players

2 to 6 players (3 or more is recommended for the best flow).

Components

Three standard six-sided dice (shared).

Setup

1.
Agree on match length — this digital edition plays five rounds, then overtime if needed.
2.
Player 1 starts the first round; play continues in seat order, and carries on round to round: the seat after the one who finished the last round starts the next.
3.
Round wins and cumulative totals start at zero.

Turn Structure

Each player completes one full turn per round:

1. Roll

Press Roll to throw every die that is not yet banked.

2. Keep the highest

After the roll, select exactly one die that shows the highest face (press it), then press Keep highest.
•
If several dice share the highest face, choose any one of them.
•
Unkept dice return to the tray for the next roll.

3. Repeat

You always take three rolls in this pattern:
1.
Roll three dice → keep the highest.
2.
Roll the remaining two → keep the highest.
3.
Roll the last die → keep it (it is automatically the highest).

4. Score

Add the three kept faces. That sum (3–18) is your score for the round.

Scoring

•
Round winner: Highest sum wins the round and earns one round win.
•
Round ties: Tied leaders each take another full three-roll turn; highest sum wins the round (repeat if still tied). Players who were not tied sit the roll-off out and cannot win it.
•
Match winner: After five rounds, the player with the most round wins wins the match. Ties trigger overtime rounds until one player leads alone.
Cumulative totals are tracked for the scoreboard; the match is decided by round wins.

Special Rules

•
Dice must be rolled in the keep-and-reroll order above — you cannot rearrange which dice are banked across steps.
•
A round ends only after every player has finished their turn (or completed a tie roll-off).

Example Turn

1.
Roll 1: 6, 4, 4 — keep the 6. Reroll the two 4s.
2.
Roll 2: 5, 2 — keep the 5. Reroll the 2.
3.
Roll 3: 3 — keep the 3.
4.
Score: 6 + 5 + 3 = 14.