Tre
3s score zero. Bank at least one die after each roll. Lowest total wins.

A strategy dice game · Established 2006
The Winner rolls all five dice, reads the opening position, and Calls Tre, Horses, or Ship, Captain, Crew. The Winner doesn't merely go first—the Winner decides what happens next.
2–6 Players • ~30 Minutes • Play Against AI or Friends

The core loop
A Call is one of the three dice challenges inside Winner Calls. The previous Winner's opening roll becomes the first roll of whichever Call they choose.
Every Call produces one clear Winner.
The Winner opens the next Call with all five dice.
Patterns in that roll suggest different strategic positions.
Using the roll and their knowledge of the game, the Winner chooses what everyone plays next.
The Original Three Calls
3s score zero. Bank at least one die after each roll. Lowest total wins.
Build the strongest matching hand. 1s are wild only with a natural match. Two Horses eliminate a player from the Call.
Secure 4, then 5, then 6. Remaining two dice become Cargo. Winner’s Call determines High or Low.

The Arena is part of the game
Built for the whole table
Built for family game nights, social gatherings, community rooms, and college-age tables. The rules are approachable; repeated play rewards probability, memory, and risk. Tabletop play remains 6+; digital player accounts are limited to ages 13 and older.
Choose your table
Play against distinct AI opponents, share one device, or invite friends to a private online room.
Enter the ArenaSee all-time leaders, career clubs, and standings across the three Calls.
View the CircleFollow development of the stitched Arena, dice, Stake marker, Horses, rules, and scorekeeping.
See what is comingWant the real thing?
Winner Calls is being developed as a physical tabletop game. Join the notification list and we'll tell you when it is ready.

The Mark is open