Canopy Dice
Sic bo is the simplest table game to learn and one of the easiest to misread. Three dice land at once; you stake on how they add up. Every box on this layout carries the number of rolls in 216 that win it.
Play money only. Coins have no cash value, cannot be bought and cannot be cashed out.
Staked this roll: 0 coins
Even-money boxes
Exact totals
Pick a chip size, tap any box to stake it, then roll. Stakes can sit on as many boxes as you like in the same roll.
Coins are free play money. They have no monetary value, cannot be purchased, cannot be won as prizes and cannot be exchanged, redeemed or withdrawn.
The rules, in full
Three dice are rolled together and the result is read two ways: the total of all three, and whether all three match.
Small and Big
Small covers totals from 4 to 10; Big covers 11 to 17. Both lose to any triple, which is the detail newcomers miss. Take the triples out and each side wins 105 of the 216 equally likely rolls — 48.61%, not the half it looks like. At 1 to 1 that leaves a house edge of 2.78%, the best value on the layout.
Exact totals
A stake on a specific total wins whenever the three dice add to it, triples included. Totals near the middle are common and pay little; the ends are rare and pay a lot. A total of 4 can only arrive as 1-1-2 in three arrangements, which is why it pays 60 to 1 — and why it is the most expensive bet here at a 15.3% edge.
Any triple
Wins when all three dice match, whatever the number. Six of the 216 combinations do that, and it pays 30 to 1, for an edge of 13.9%.
Settling
Every staked box is settled on its own. "Pays 30 to 1" means a winning 50-coin stake returns 1,550 coins: the 1,500 won plus the 50 staked. Stakes are cleared after each roll.
What every box on this table is worth
Three dice produce 216 equally likely combinations. Divide the winning combinations by 216 and multiply by what the box returns, and you have the expected return of every bet in the game.
| Bet | Winning rolls | Chance | Pays | House edge |
|---|---|---|---|---|
| Small or Big | 105 in 216 | 48.61% | 1 to 1 | 2.78% |
| Total 9, 10, 11 or 12 | 25–27 in 216 | 11.57–12.50% | 6 to 1 | 12.5–19.0% |
| Total 8 or 13 | 21 in 216 | 9.72% | 8 to 1 | 12.5% |
| Total 7 or 14 | 15 in 216 | 6.94% | 12 to 1 | 9.7% |
| Total 6 or 15 | 10 in 216 | 4.63% | 17 to 1 | 16.7% |
| Total 5 or 16 | 6 in 216 | 2.78% | 30 to 1 | 13.9% |
| Total 4 or 17 | 3 in 216 | 1.39% | 60 to 1 | 15.3% |
| Any triple | 6 in 216 | 2.78% | 30 to 1 | 13.9% |
The one that catches people out
Nine and twelve look like safe middle ground. They arrive 25 times in 216 and pay 6 to 1 — the same price as ten and eleven, which arrive 27 times. Two extra combinations sounds trivial, but it is the difference between a 12.5% edge and a 19% edge, the worst number on this layout.
Three other games, same coin balance
- Vault Circuit — higher or lower, at the fair price
- Midway Draw — 9/6 Jacks or Better, hold and draw
- Runeclimb — cash out before the climb stops
- The full games hub
If the dice have been unkind, the free top-up is one tap away at the top of this page. Nobody is ever stuck at zero here.