Roll a 6 can make all the difference
Mark Grace
Australia
Unspecified
NSW
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I use to love rolling 6. It meant I would move more numbers in snake and ladders. It meant in Trouble I could take out a new token and place it on the board.... Double 6 means I kill two units in Risk if I'm defending.

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1. Board Game: Trouble [Average Rating:3.74 Overall Rank:15320]
Mark Grace
Australia
Unspecified
NSW
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Everytime you pop a 6 you can take out a new token and try to get it home.. Everytime you get a 6 in trouble you cheer...
 
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2. Board Game: Risk [Average Rating:5.58 Overall Rank:14501]
Mark Grace
Australia
Unspecified
NSW
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Rolling big numbers is so important in RISK!! Double 6 when defending puts the attacker in tears... When your attacking you want as many six's as possible
 
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3. Board Game: Catan [Average Rating:7.23 Overall Rank:279] [Average Rating:7.23 Unranked]
Mark Grace
Australia
Unspecified
NSW
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Settlers of Catan... the 6 hex's usually have 2-3 cities built on it and most of those players have a port... It's also the number the robber will be place on....
 
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4. Board Game: Clue [Average Rating:5.65 Overall Rank:7554]
Mark Grace
Australia
Unspecified
NSW
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Clue... That 6 comes in handy when u need to race others to rooms.... Maxium steps makes a big difference in solving the case...
 
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5. Board Game: Eagles: Waterloo [Average Rating:6.58 Overall Rank:4062]
John O'Haver PhoDOGrapher
United States
Louisville
Kentucky
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In this game low numbers are good for causing hits on units BUT hits don't matter unless the the target fails the subsequent morale check and routs. A die roll of six always causes a rout regardless of morale bonuses. Furthermore when firing, a six is a possible hit on a General AND on the subsequent casualty check a six kills the General! Go ahead, put Napoleon in the battle line. He may end up SIX feet under.
 
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6. Board Game: StreetSoccer [Average Rating:6.56 Overall Rank:1680]
Steffan O'Sullivan
United States
Plymouth
NH
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"To be honorable and just is our only defense against men without honor or justice." -Diogenes of Sinope
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Roll a six and score a goal! Well, it's not automatic, but it sure can happen a lot if you're playing halfway intelligently ...
 
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7. Board Game: G.O.O.T.M.U. [Average Rating:5.46 Overall Rank:12690]
Steffan O'Sullivan
United States
Plymouth
NH
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Roll a 6 and rotate a tile!
 
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8. Board Game: Catan Card Game [Average Rating:6.76 Overall Rank:736]
Richard Lea
United Kingdom
Leeds
County: West Yorkshire
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Rolling a 6 often brings very bad news in this game, achieving the opposite of what you set out to do.
 
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9. Board Game: Talisman (third edition) [Average Rating:6.31 Overall Rank:2500]
J Montney
United States
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In almost all G.W. games a '1' = 'something bad', and a '6' = 'something good'
 
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10. Board Game: Axis & Allies [Average Rating:6.55 Overall Rank:1184]
Daniel Eig
United States
Huntington
New York
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Technology + 2 6's = Heavy Bombers! Best double six experience I've ever had in my life!
 
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11. Board Game: Backgammon [Average Rating:6.52 Overall Rank:1088]
On Monday mornings, I'm dedicated to the proposition that All Men are created jerks.
United States
Stratford
Connecticut
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Double 6s in backgammon can help you quickly catch up if your falling behind, or help you build barriers to stop your opponent from moving his last couple of pieces from your side of the board.
 
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12. Board Game: Pirate's Cove [Average Rating:6.59 Overall Rank:1020]
The Games Are About Glory
United States
Macedon
New York
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Roll a plethora of sixes during a Six Gun Salute.

Ouch.
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13. Board Game: Neopets TCG [Average Rating:5.11 Overall Rank:14028]
John Richards
United States
Madison
Wisconsin
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Neopets the card game is all about rolling 6's - if you do it often enough, none of the other rules matter: you win.

From the rules to resolve contests: Each of you rolls a die. If either of you rolls a 6, that player automatically wins. If you both roll a 6, roll again. If no one rolls a 6, each of you adds up:

* the stat for that arena for each of your Neopets and Heroes in the contest (including any bonuses from Equipment),
* any appropriate bonuses from your Item card, and
* your die roll.
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14. Board Game: Age of Mythology: The Boardgame [Average Rating:6.15 Overall Rank:2480]
Gary Pressler
United States
West Lafayette
Indiana
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After rolling gobs of dice, every 6 is a hit everything else is a miss! The most sixes wins the battle! Can't get much more necessary than that.

Yes, yes, the ruling has since been changed to fives & sixes (for good reason), but the "joy of six" still holds and it was still the first game to come to mind when I read the list description.
 
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15. Board Game: Holiday [Average Rating:6.18 Unranked]
Brent Easton
Australia
Berry
NSW
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This is just a kid's roll and move game made in Australia, but it has a really neat mechanism. You gain and lose money as you go on holiday's and you are trying to be the first to get back. On any turn, you can spend $10 to buy extra petrol and get a second roll on your turn. On any roll of 6, you move and then have the option of either receiving $20, or having another roll. By buying extra petrol and rolling a 6, you can have three turns in a row! We canned the bonus for rolling a 6 on your bonus roll
 
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16. Board Game: Clash of Giants [Average Rating:6.90 Overall Rank:3452]
Michel Drapeau
Canada
Ste-Martine
Québec
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A natural roll of 6 is always a step loss. No DRM applys.
 
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17. Board Game: Devil Bunny Needs a Ham [Average Rating:5.40 Overall Rank:14703]
Trevor Barrie
Canada
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Unspecified
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Every time a 6 is rolled, Devil Bunny pounces on the lead climber, knocking them off the building.
 
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18. Board Game: Devil Bunny Hates the Earth [Average Rating:4.82 Overall Rank:15144]
Trevor Barrie
Canada
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Unspecified
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I forget the details, but as I recall rolling a 6 here gives you substantially more control over how the squirrels move.

(This was the first game that leapt to mind when I read the name of this list, as I remember feeling like the game came down to "whoever rolls the most 6s wins". Unlike in "Needs a Ham", the 6 is generally beneficial for the player who rolled it.)
 
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19. Board Game: Titan [Average Rating:6.95 Overall Rank:790]
Todd Derscheid
United States
Houston
Texas
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While a legion with a "Lord" is in a tower, a roll of "6" lets you move to any space within 6 moves of the tower, giving you much more flexibility.

By revealing your Titan on a roll of "6", the Titan legion can teleport to any tower on the board, which usually allows you to recruit a Warlock, a decent unit.

Once your Titan is powered up, a roll of "6" lets you attack any stack on the board, speeding the endgame.
 
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