Skip to content

Christmas dice game

Roll for wrapped presents on one phone: a six takes from the pile, then a hidden clock runs the round of swaps and steals. Edit and share the house rules.

Everyone's wrapped presents go into one pile. Players roll in turn and a six takes a present, until nothing is left. Then a timer runs while every face moves presents around, and a six steals from any player. When time is up, each player keeps the presents in their hands and unwraps them.

  1. Round 1: hand out the pile
  2. Round 2: against the clock
Presents left in the pile16 / 16
Rolls so far0

Tap the dice or the button to roll. Pass the phone on after each roll.

How long round 1 takes

Presents in the pile
16
Rolls to hand out every present (average)
96
Nine games in ten need
63 to 135 rolls
Rolls per present (average)
6
Time at about 6 seconds a roll
10 minutes
House rules: what each face does

Every change applies from the next roll and goes into the page link, so Copy link shares your house rules.

Dice
Round 1: hand out the pile
Round 2: against the clock

A hidden clock ends at a random second between 75% and 125% of the set length, so on average the round lasts as set but nobody can count down.

Task cards

No face draws a task card yet. Choose Draw a task card for a face in the house rules to use the deck.

  1. Sing the first line of a Christmas song.
  2. Tell a joke. If nobody laughs, give a present to the player on your left.
  3. Swap seats with the player opposite.
  4. Name five Christmas films in ten seconds.
  5. Do your best impression of a famous film character.
  6. Describe your favourite present ever in three words.
  7. Everyone wearing something red passes one present to the right.
  8. Hum a song until someone guesses it.
  9. Say something kind about the player on your left.
  10. Stand up and take a bow.
  11. Guess what is inside one of your presents, out loud.
  12. The youngest player gives you one of their presents.
  13. Spell your name backwards.
  14. Balance one of your presents on your head for five seconds.
  15. Name the reindeer you can remember.
  16. Shake one present and pass it on if it rattles.
  17. Tell everyone your New Year's resolution.
  18. Everyone swaps one present with the person opposite.
  19. Make the others laugh within ten seconds, or miss a turn.
  20. Name three things you might find in a Christmas stocking.
  21. The oldest player picks one of your presents for you to give to anyone.
  22. Say three things you are looking forward to.
  23. Roll again straight away.
  24. Give the present you like least to the player opposite.

Up to 50 lines. They stay on this page only: they are not saved and not put in the link.

Rolls in this game

No rolls yet.

Each roll comes from your browser's cryptographic random generator, with every face equally likely. Nothing is sent anywhere.

Play the Christmas dice game on one phone passed round the table. This gift exchange dice game hands out a pile of wrapped presents by the roll of a dice. It then runs a timed round of passing, swapping and stealing, with house rules that travel in the link.

How the present game works

Everyone brings one or more small parcels, and they all go into a pile of presents in the middle of the table. Round one hands that pile out. Players take turns to throw the dice, and whoever manages to roll a six picks a parcel, while every other face does nothing. Round two begins when the last parcel has gone. A timer starts, and now every face moves presents between players by passing, swapping or stealing. Nobody opens anything yet. When the time runs out, the rule is simple: keep what you are holding. Then the unwrapping starts, and some groups add a short third round of trading. Because the timer can be hidden, nobody knows whether the parcel on their lap is safe or about to leave it.

Here one phone, tablet or laptop replaces both the dice and the timer. It counts the pile down and offers the next round when nothing is left. In a timed round it rolls only while the clock runs. Pause covers a parcel dropped under the sofa. A group that already holds one present each can skip straight to the timed round.

The game does not record who holds which parcel, keep names or keep scores. The table does that, as it would with a real dice.

What does each number on the dice do?

That depends on the round. In the starting rules here, only a six counts at first, and it takes a present from the pile. On the clock every face has a job, with the six letting the roller take a parcel from anyone.

Starting rules on this page, face by face
FaceRound one: hand out the pileRound two: against the clock
1Nothing happensSwap with anyone
2Nothing happensGive one to your left
3Nothing happensEveryone passes one left
4Nothing happensGive one to your right
5Nothing happensEveryone passes one right
6Take one from the pileTake one from anyone

A two or a four sends one of the roller's presents to the neighbour on that side. A three or a five moves the whole table at once: everyone has to pass to the left on a three and pass to the right on a five. A one lets the roller swap presents with anyone, and a six lets them steal a present from any player without giving one back.

No rulebook fixes these faces. Groups agree that a six hands out presents and disagree on most of the rest, so this set is the site's own default, picked from the most common pattern. Each face of each round can take any of 20 actions. Every change goes into the page link, so Copy link shares a group's house rules.

How long handing out the pile takes

With one dice and one taking face, a present needs 6 rolls on average, since only one face in six does the taking. The game opens on 8 players with 2 presents each, a pile of 16. Emptying it takes 96 rolls on average, about 10 minutes at 6 seconds a roll.

Luck stretches or squeezes that. At least 90% of games need 63 to 135 rolls, with about 5% finishing sooner and as many taking longer. These figures are the site's own arithmetic, from the negative binomial distribution. The 6 seconds a roll is an assumption, which the planner replaces with the table's real pace once play starts.

Three settings shorten the wait. One present per player halves the pile: 8 players then need about 48 rolls, roughly 5 minutes. Giving a second face the take action has the same effect, 48 rolls for the default pile. Two dice rolled together also halve it, since each counts on its own: 48 rolls, about 5 minutes.

Group size matters most. With 15 people bringing 2 parcels each, the pile holds 30. That is about 180 rolls with one dice, or 18 minutes, against 90 rolls with a pair.

The stealing round on a clock

The timed round lasts as long as the clock allows, and the game opens on 3 minutes, hidden. A hidden timer ends at a random second between 75% and 125% of the set length. For the default round, that means somewhere from 2 minutes and 15 seconds to 3 minutes and 45 seconds. The screen shows only how long the round has been running. Nobody can count down, so nobody can cling to a good present for the final seconds.

At home a kitchen timer turned away from the players, or set in secret by someone not playing, does the same job. The game adds Pause and Resume, three short tones at the end that can be switched off, and a vibration where the browser allows it. During the round the screen stays awake on browsers that support it (W3C Screen Wake Lock).

Lengths on offer are 1, 2, 3, 5, 10, 15, 20, 30, 45 and 60 minutes. At 6 seconds a roll, a round of 3 minutes gives about 30 rolls, roughly 4 turns each for 8 players. Twice the players means half the turns each, which is why a larger group may set a longer round.

Pakkeleg, the Danish original

In Denmark the game is called pakkeleg. A note from the economics department at Aarhus University calls it "a game most Danes play during Christmas time, children as well as adults" (Aarhus University). It also warns that the game "brings out the worst in people".

The note's rules are short. Each player brings a small gift for the middle of the table. In the first round players roll in turn, and whoever rolls a 6 chooses a gift until all are taken. In the second, a 6 lets the roller steal from another player, but only for a limited time. When the alarm clock set by the party committee rings, everybody opens their gifts.

That is all: no length for the second round and no job for the other faces. Pakkeleg is a Danish tradition that has found its way onto British tables, where the passing and swapping faces vary from house to house.

Task cards, a trading round and other variants

Besides a second dice, most variations change what a face asks for or how many rounds there are. Both can be set in the rules panel below the dice.

  • Task cards add small challenges, and a few of them move presents. The built-in deck holds 24, shuffled so that every card comes up once before any repeats. A group can add up to 50 of its own, which stay on the page only.
  • A trading round comes third. In the optional round, the last scramble, a one or a five opens a present, so people can see what they are swapping for. It runs for 5 minutes unless changed.
  • A sweets version, with sweets or chocolate in each parcel instead of a present, keeps the stakes low with children.

The built-in cards avoid drink and religion, so the same deck works for colleagues, families and children.

Small presents and a price limit

Small presents suit the game because each one may change hands several times before the end. Groups usually agree a price limit before anyone shops. No fixed figure exists, and this page suggests none.

Typical parcels are things anyone could use or laugh at: a candle, socks, a mug, a jar of jam or a puzzle book. A few prized items among the silly ones draw most of the steals.

Among gift exchange games, this one is closest to what American hosts call a white elephant or Dirty Santa party, where presents can be stolen. Here the dice, not choice, decides who takes and who loses, and nobody buys for a named person.

Is a dice rolled on a phone fair?

Yes. Each roll here behaves like fair dice, with every face equally likely. A standard dice has six possible outcomes, and outcomes are equally likely when they share the same probability (BBC Bitesize). One face therefore comes up with a chance of 16.7% on every roll.

Each roll is drawn from the browser's cryptographic random generator (W3C Web Cryptography). The few raw values that would slightly favour faces one to four are discarded and drawn again, and nothing is sent anywhere. A standard dice spreads its spots so that opposite faces add up to seven (NRICH, University of Cambridge).

Fair does not mean evenly spread. A run of 12 rolls without a single six happens in 11.2% of runs, so a long wait at the start is normal, not a fault. The roll log shows how often each face has come up.

A bonus roll tilts play further towards chance. A face set to Roll again gives whoever throws it a second action, so one lucky roll can lead straight to another, and the starting rules leave it out. The same arithmetic of equally likely outcomes runs the lotto wheel calculator, and the methodology explains how the site checks its figures.

Office parties, Christmas Day and Boxing Day

The game suits any gathering with presents, from an office Christmas party to a family afternoon on Christmas Day, 25 December, or Boxing Day, 26 December. Both are bank holidays in every UK nation, and when either falls on a weekend a substitute weekday takes its place (GOV.UK).

At work it needs no sign-up, no names and no app, just one phone and the pile. A second phone can open the same link, so a large team can keep two dice going round under identical rules.

Frequently asked questions

How does the game end?

When the clock in the last round runs out. The game plays three tones, vibrates the phone where it can and tells everyone to keep the presents they hold. Then the unwrapping starts. With the third round switched on, the end of the stealing round leads into 5 minutes of last trades first.

How many presents should each person bring?

There is no rule, and the game accepts 1 to 10 per player. With one dice, every present in the pile adds about 6 rolls to the opening round, so the number mostly decides how long the game lasts. It opens on 2 each.

Can you play it with two dice?

Yes. Choose Two dice in the rules panel and both roll together. Each counts on its own, so two sixes at the start take two presents, and a roll on the clock can trigger two actions. The chance of at least one six per roll rises from 16.7% to 30.6%.

What is pakkeleg in English?

Roughly "parcel game": pakke means parcel and leg means game or play in Danish. British hosts often keep the Danish word or call it the Danish parcel game.

Is it the same as Secret Santa?

No. In Secret Santa each person buys a Christmas present for one other person, without that person knowing who bought it (Cambridge Dictionary). Here nobody buys for anyone in particular: presents go into a shared pile, and the dice and the clock decide where each one ends up.

Can I print the rules for the table?

Print, below the game, prints this page, including the table of starting faces. Changed house rules live in the link instead: Copy link gives every guest the same faces, dice and clock on their own phone. Nothing is stored in the browser.

What happens if a take face comes up when the pile is empty?

Nothing is taken. The opening round stops as soon as the last present goes. With two dice, the second may still show a take face after the first has taken the last parcel, and the game says so. Later, a take face works only while presents remain.

Can young children play?

Yes. They only need to roll and pass parcels, and the screen spells out each face's action in words. For young children the clock can be shown instead of hidden, and the six can be given a gentler action than take one from anyone.

Sources

The figures and rules on this page were checked against these publications on .

  1. Three Dice(opens in a new tab)

    NRICH, University of Cambridge

  2. Pakkeleg (ECON News 152)(opens in a new tab)

    Aarhus University, Department of Economics and Business Economics

Related tools