Story dice
Nine dice with a picture on every face (objects, animals, places and actions, 54 different pictures in all) for making up a story that uses everything you roll. Choose 3, 6 or 9 dice and press Roll, or drag the dice and drop them in the tray.
Press the tray, drag and let go to throw
How to use the story dice on this page
In short
How do you play story dice? Roll the dice and make up a story that uses every picture that comes up. The usual opening is “Once upon a time”, starting with the picture that stands out most. You can play alone or in a group, taking turns.
- Choose how many dice. Three dice give a short story and suit beginners and young children. Six need a proper little plot. Nine is the full challenge.
- Roll. Press the Roll button, or pick the dice up with your finger or mouse, drag them and let go over the tray. Each die tumbles with real physics and lands with one picture facing up.
- Look at the pictures for a moment and pick one to start with. You do not have to follow the order in which they landed.
- Tell the story out loud or in writing, using every picture that came up.
- Roll again for a new story, or reroll as part of a game (for example, a fresh die for each player's turn).
Each of the nine dice has its own six pictures and none is repeated on another die, so a nine-dice roll never shows the same picture twice. The pictures fall into four groups: objects (a key, a clock), animals, places and actions. That mix is what pushes a story to have characters, a setting and things that happen.
Basic rules: how to play story dice
The starting rule is simple and almost every version agrees on it: roll the dice, look at what came up and tell a story that links all the images. The traditional opening is “Once upon a time…”, starting with whichever picture catches your eye first.
Playing on your own
One person rolls and tells the story. It works for practising a language, warming up before writing or simply passing the time. It helps to tell it quickly rather than hunting for the perfect plot: the first go feels awkward and it gets easier with practice.
Playing in a group
There are two common ways. In the first, someone rolls all nine dice and begins; each following player adds a section using one or more pictures, and the last player has to bring it to an end and tie up the loose threads. In the second, the dice are shared out and each player in turn rolls their own and carries the story on with what they get. You can stop once every die has been used or keep going for more rounds.
What does each picture mean?
Whatever you like. The pictures deliberately have no fixed meaning: a key can be a key, a secret or the answer to a problem; a ship can be a journey, an escape or someone's dream. If you are torn between two readings, either will do. There are no wrong answers, only stories that hang together more or less well.
With the family
At home it works well after a meal or on a long journey: an adult starts, everyone adds a sentence using one picture and you see where the story ends up. With young children, use three dice and let the adult act as a supporting narrator, recapping what has happened so far before handing over.
Ten ways to play with story dice
- Once upon a time with 3 dice. Roll three dice and tell a short story with a beginning, a problem and an ending, one picture for each part. The best way to start.
- All nine dice. The classic challenge: all nine pictures in a single story, opening with “Once upon a time”.
- Story chain. Roll all nine. The first player picks a picture and starts; the next picks another and carries on from where the last one stopped, until the pictures run out. The final player finishes the story.
- Backwards story. Pick one picture as the compulsory ending (“and that is why the clock stopped for good”) and tell the story that leads up to it with the other pictures.
- Same roll, new genre. Tell two or three different stories from the same pictures: a horror story, a comedy, science fiction, a western or a romance. A good way to see how much tone changes a story.
- Six-word stories. Use one or two pictures to write a complete story in exactly six words. It forces you to weigh every word.
- Three ideas from one roll. With three dice, each player pitches three different plots without telling them in full. The aim is variety of ideas, not the best story.
- Hero and villain. Three dice give a superhero's power and name; nine dice give the backstory, including a flaw. Roll again to create the villain and a reason for what they do.
- Against the clock. One minute to tell a story using every picture. You can also require a particular word or tense.
- Pair dialogue. Each player rolls one die and speaks as the character or object they rolled. The two improvise a conversation.
How many combinations? 10,077,696 different rolls
Each die has six faces and the dice are independent, so the number of possible rolls multiplies: 6 × 6 × 6 and so on, once for every die. With all nine dice that makes 6⁹ = 10,077,696 combinations of faces. On top of that, the same roll can be told in a different order: nine pictures can be arranged in 9! = 362,880 ways, each giving a different story outline.
| Dice | Different rolls (6ⁿ) | Orders of the pictures (n!) | Roll × order |
|---|---|---|---|
| 3 | 216 | 6 | 1,296 |
| 6 | 46,656 | 720 | 33,592,320 |
| 9 | 10,077,696 | 362,880 | 3,656,994,324,480 |
A few more figures, worked out for fair dice:
| Question | Probability |
|---|---|
| A particular picture appears in a roll (it is on only one die) | 1/6 (16.7%) |
| Repeating exactly the same nine-dice roll | 1 in 10,077,696 |
| At least one die shows the same picture as on the previous roll, with 3 dice | 42.1% |
| The same with 6 dice | 66.5% |
| The same with 9 dice | 80.6% |
The last row explains something you notice while playing: full rolls almost never repeat, yet it is normal for one picture or another to turn up again from one roll to the next. If you could pick any 9 of the 54 pictures freely, there would be 5,317,936,260 possible sets; spreading the pictures across dice cuts that number, but guarantees that no two pictures in a roll are ever the same.
Why story dice work for language and creativity
The dice are not a teaching method in themselves. They are a prop for an activity that has been studied properly: telling stories out loud. What education research says, read carefully:
Storytelling builds spoken language
A systematic review of twelve studies on teacher-led oral storytelling in primary schools found improvements in at least one language measure in every study, with small to medium effects. In the empirical study that accompanied it, children who told stories produced longer oral retellings and used a wider range of words than groups who only had stories read to them.
Pictures help children get started
Classroom storytelling guidance recommends using visual supports at first and phasing them out over time, and starting with retelling before moving on to personal and invented stories. Primary materials built on picture prompts are justified the same way: they give a way in to children who find telling a story “from nothing” hard.
They teach story structure
Putting loose pictures in order makes you think about a beginning, a problem and a resolution, the story grammar that is usually taught before complex sentences.
They join unrelated ideas
In The Grammar of Fantasy (1973), the Italian writer Gianni Rodari described the “fantastic binomial”: take two words at random, far enough apart that you have to invent something to connect them. Story dice do the same with pictures.
It is worth being honest about the limits. There are small projects and studies using story dice in preschool and with children learning English as an additional language, with encouraging reports, but there are no large trials measuring the effect of the dice on their own. What is better supported is regular practice in telling and retelling stories, and the dice are a convenient way to set it up.
Classroom ideas by age
Early years (ages 3 to 5)
Three dice at most. First name the pictures (“a cat, a house, the moon”), then the teacher tells a short story with them, and finally the children retell it in their own words. Retelling is the most useful activity at this age and works best as a routine, for example every Friday.
Key Stage 1 (ages 5 to 7)
Three to six dice. Place each picture in one part of the story: opening, problem, solution. Then write three or four sentences, one per picture, using simple connectives (first, then, in the end).
Key Stage 2 (ages 7 to 11)
Nine dice and group work. Every group gets the same roll and a different genre, and the versions are compared at the end. A good moment to work on dialogue, character description and past tenses.
Secondary school
Flash fiction with a word limit, a change of narrator (the same story told by two characters), backwards stories and writing under constraints. The dice also work for short unprepared speaking practice.
Language lessons (EFL, ESL, MFL)
At beginner level, name the pictures and build simple present-tense sentences. At intermediate level, tell the story in the past, which means switching between tenses for actions and for background description. At advanced level, practise linking words, reported speech, or a story in which every picture must appear in a conditional sentence. Pairs or small groups get everyone talking far more than one round in front of the whole class.
Story dice for writers
Outside the classroom, the dice are used as an idea generator for writer's block or daily writing practice. A few practical ways to use them:
Ten-minute warm-up
Three dice and free writing without deleting.
Compulsory detail
Roll one die at the start of each scene and work that picture in, even in passing.
Character building
Three pictures for their job, a fear and an object they always carry.
Plot twist
When the story stalls, one die decides what turns up unexpectedly.
The pictures will not write the story for you, but they force you to make choices and to connect things you would never have put together, which is exactly what tends to be missing when you are stuck.
Background and practical tips
A game that started on a Rubik's Cube
The best-known commercial example of this kind of game is Rory's Story Cubes, created by Rory O'Connor, an Irish creativity trainer. He first put his pictures on the faces of a Rubik's Cube; the idea of spreading the 54 images over nine dice came from the American puzzle publisher Kadon Enterprises, which made a prototype in 2004 and launched the cubes in 2005. This page has no connection with that brand: the pictures on our dice are our own.
Tips
- Start with three dice even if you want to work up to nine. The difficulty does not grow in a straight line: more pictures means more threads to keep hold of at once.
- Do not get stuck on the literal meaning of a picture. If it does not fit, use it as a metaphor, a memory or something a character dreams about.
- Tell a quick first version and improve it afterwards. The better stories often come on the second go.
- In a group, agree a clear rule for the ending (who finishes and how many sentences they get), or the story tends never to end.
- For writing, take a screenshot or jot the pictures down before rolling again.
- With pupils, repeating the same activity over several weeks works better than switching games every day.
Frequently asked questions
How do you play story dice?
Roll the dice and make up a story that uses every picture that comes up. The usual opening is “Once upon a time”, starting with the picture that stands out most. You can play alone or in a group, taking turns.
How many dice should I use?
All nine is the full challenge. For beginners or young children three is better, and six sits in between. On this page you can choose 3, 6 or 9 before rolling.
How many different stories can you make with 9 dice?
There are 6 to the power of 9, or 10,077,696, different rolls. If you also count the order in which you use the nine pictures, there are more than 3.6 trillion combinations.
What do the pictures on story dice mean?
They have no fixed meaning. Each picture can be read literally or figuratively: a key can be a secret, a ship can be a journey. Any reading is fine if it fits the story.
What age are story dice for?
They can be used from about age 3 with a few dice and an adult helping, and they work just as well for teenagers, adults and writers. What changes is the activity: naming and retelling with young children, genres, constraints or flash fiction with older ones.
Are story dice good for learning a language?
Yes, they are a common resource in EFL and other language classes. They help with vocabulary at beginner level and with past-tense narration and linking words at intermediate and advanced levels, especially in pairs or small groups.
Can I use these online story dice on an interactive whiteboard?
Yes. The page runs in the browser, so you can open it on the whiteboard or projector and roll with the button or by dragging the dice. The whole class sees the same roll at once.
Can the same picture come up twice in one roll?
No. Each of the nine dice has its own six pictures and they are not repeated across dice, so all 54 pictures are different and no two can match in one roll.
What if a picture does not fit my story?
Use it indirectly: as a memory, a dream, a name, something a character is looking for or a metaphor. That difficulty is part of the exercise, because it makes you invent a connection.























