WordGeneratorKit
IN-PERSON PARTY GAME

White Elephant Dice Game

Host a complete two-round gift exchange with an interactive die, clear next steps and a printable rule card. This is the original WordGeneratorKit house-rule version, not an official or universal rule set.

Set up the game

Runs in this tab

Use 3–12 players. Each person needs exactly one wrapped gift.

Round — of 2Player —0 turns complete

Pass the turn clockwise. When the Roll button is focused, Enter or Space rolls; the optional R shortcut works outside form fields.

Enable JavaScript to use the host controls.

DO THIS NOW

Ready for setup

Enter the number of players, give everyone one gift and start the game.

When the action is difficult

Move the gift label or claim card instead; numbered seats stay fixed.

Next step

Start the game to see Player 1.

Roll history

0 rolls
  1. Rolls appear here after the game starts.
SIX-ACTION QUICK REFERENCE

What each die roll means

Complete the action before the turn advances. Passes happen at the same time, swaps exchange one gift for one gift, and every action keeps one gift per person.

  1. 1. Pass left

    Everyone passes the gift they hold one place to the left at the same time.

    Cannot do it? If a gift is unsafe to move, pass its gift label or claim card left while numbered seats stay fixed.

  2. 2. Pass right

    Everyone passes the gift they hold one place to the right at the same time.

    Cannot do it? If a gift is unsafe to move, pass its gift label or claim card right while numbered seats stay fixed.

  3. 3. Unwrap

    Unwrap the gift you are holding without exchanging it.

    Cannot do it? Already open? Choose someone with a wrapped gift to unwrap theirs. If none remain, keep your gift.

  4. 4. Swap with a neighbor

    Choose your immediate left or right neighbor and swap gifts.

    Cannot do it? If a gift is unsafe to move, exchange gift labels or claim cards; numbered seats stay fixed.

  5. 5. Choose any swap

    Choose any other player and exchange gifts with them.

    Cannot do it? The chosen player may not refuse a valid swap; exchange gift labels if handling a gift is unsafe.

  6. 6. Keep + bonus roll

    Keep the gift you are holding and roll the die one more time.

    Cannot do it? Only one bonus roll is allowed. A second 6 keeps the gift and ends the turn.

Before you play

Each person brings exactly one wrapped gift. Mix the gifts and give one to every player. Sit in a circle, choose Player 1, and pass the die clockwise.

Two-round turn order

On a turn, roll and complete the action. Then pass the die clockwise. Every player completes two turns. A first 6 gives one bonus roll; a bonus 6 ends the turn.

Independent house rules — not an official rulebook.wordgeneratorkit.com/white-elephant-dice-game/

How to play White Elephant Dice Game

1. Prepare the circle and gifts

Gather 3–12 players. Agree on a gift budget and whether used, funny or themed gifts are welcome. Every person brings exactly one wrapped gift. Mix the gifts in the middle, then hand one gift to each person without choosing by label. Everyone must hold one gift before the first roll.

2. Choose the first player

Choose Player 1 by a quick fair method, such as the nearest birthday or a single highest-roll contest. Play moves clockwise. The web host labels players by seat number only; it never asks for names. Numbered seats stay fixed for both rounds.

3. Roll and complete the action

The active player rolls once. Everyone finishes the matching action before the host advances the turn. On a 1 or 2, every gift moves simultaneously. On a 4 or 5, the two people exchange gifts. A first 6 gives the same player one bonus roll, but that bonus can never create another roll.

4. Finish after exactly two rounds

After the final player completes round 2, the game ends immediately. Unwrap any gift that is still wrapped. Each numbered player keeps the gift or claim assigned to that slot, and the host returns any proxy gift, so nobody finishes without a gift.

Exceptions that keep the game moving

  • The gift is already open on a 3: choose any player with a wrapped gift and have that person unwrap it. If all gifts are open, keep the current gift and end the turn.
  • A gift is fragile, heavy or unsafe to pass: move its gift label or claim card instead of lifting the object; numbered seats do not move.
  • A player must leave: pause between turns. The host keeps that numbered player's gift and claim separate, completes the remaining numbered turn, and returns the assigned gift afterward.
  • The group loses track: pause, count one gift or claim for every numbered player slot, then use the on-screen round, player and history to continue.

Worked example with six players

Player 1 rolls 1, so all six gifts move left. Player 2 rolls 3 and unwraps the gift they now hold. Player 3 rolls 6, keeps the gift and takes one bonus roll. The bonus is 5, so Player 3 chooses one other player and swaps; the turn then ends. The host advances through Players 4–6, returns to Player 1 for round 2, and stops after Player 6 completes that second turn.

Host tips for a smoother exchange

  • Read the gift budget and the unsafe-gift alternative before handing out gifts.
  • Keep the phone near the die roller and read the current action aloud.
  • Finish the physical move before selecting Action done — next player.
  • Use gift labels or claim cards when reach, mobility or gift weight makes a physical pass or swap difficult; keep numbered seats fixed.

White Elephant Dice Game FAQ

How many people can play this White Elephant Dice Game?

This host tool supports 3–12 players. Every player brings exactly one wrapped gift, and every player holds exactly one gift from setup through the end.

How long does the game last?

The game lasts exactly two rounds, so every player completes two turns. A turn has one roll, or at most two rolls when the first roll is a 6.

What happens if I roll a 6 twice?

The first 6 lets the same player make one bonus roll. If that bonus is another 6, the player keeps the current gift and ends the turn. A bonus roll never creates another bonus.

What if the action cannot be completed?

Use the fallback printed beside that action. For a fragile, heavy or unsafe gift, move its gift label or claim card instead. Numbered seats stay fixed, and every fallback preserves one gift claim per player.

Do all gifts have to be unwrapped before the last turn?

No. When Player N finishes round 2, stop rolling and unwrap every gift that is still wrapped. Each player keeps the single gift they hold.

Is this an official White Elephant rule set?

No. White Elephant has many house-rule versions. This is the original WordGeneratorKit house-rule version, designed to be finite, clear and easy to host.

Are player names, gifts or game history saved?

No. The tool uses player numbers only. Rolls and turn history stay in this tab, are not uploaded or included in analytics, and clear when you reset or reload.

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