Rules
Each round, every player rolls 2d6 and arranges the faces into the highest two-digit number they can. A 3 and a 6 becomes 63; a 1 and a 1 stays 11.
Highest number wins the round - 1 point. Ties give nobody the point.
After 5 rounds, the player with the most points wins.
History
Beat That is a children’s parlor game with no fixed canon - the same shape shows up under different names (“Make Ten”, “High Score”) in dice-game compendiums for ages 6+. It’s pure luck: the optimal arrangement is always the digits in descending order, so the bot uses the same algorithm as the player. The fun is in the rhythm - rolling, arranging, watching the other side try to beat your number.
The 2-dice version has 21 distinct possible best-arrangements (11 through 66). With 4 players the chance of a clean outright winner each round is around 60% - ties are common enough to keep the round tally interesting.
References