Asmodee – Asmodee USA

That's Pretty Clever vs Twice as Clever: Which First?

That's Pretty Clever vs Twice as Clever: Which First?

By Asmodee – Asmodee USA | Published: 2026-10-31

Category: Comparisons

Compare That's Pretty Clever and Twice as Clever on dice flow, scoring pressure, and player interaction so you can pick the right entry point for your table.

Quick answer

Start with That's Pretty Clever if you want the cleaner first step into the series: one roll, one chosen die, and unused dice feeding opponents. Choose Twice as Clever first only if your group already likes roll-and-write games and wants the extra white-die joker and multi-roll turn structure.

The real difference is how a turn unfolds

That's Pretty Clever keeps the turn compact: the active player rolls six dice, chooses one, and every lower-valued die becomes available to the other players. That single decision carries both your own scoring and the table's tempo, so the game stays quick and conversational.

Twice as Clever stretches the same idea across up to three dice choices per turn, with lower numbers set aside and the remaining dice re-rolled. The white die works as a joker for any of the other five colors. That gives you more chances to steer a turn, but it also asks you to track more moving parts before the other players pick from the set-aside dice.

Where the trade-off actually bites

The simpler turn in That's Pretty Clever is not a lesser version; it is a different pacing promise. Because every lower die you leave behind is a gift to opponents, the tension sits in one visible choice. That makes it easier to teach and easier to read across the table.

Twice as Clever adds flexibility at the cost of a longer decision window. The joker die softens bad rolls, but the re-roll sequence means players who like planning two or three steps ahead will get more out of it. If your group prefers fast turns and light rules overhead, the extra layer can feel like friction rather than depth.

What the series shares

Both games are roll-and-write score-sheet puzzles in the Clever line, and both keep every player involved on every turn. Neither is a solo-only exercise, and neither requires a board beyond the pad and dice. The choice is about which decision rhythm fits your table, not about one being a fuller game than the other.

Trade-offs to weigh before you buy

  • Rules load: That's Pretty Clever asks you to learn one choice per turn; Twice as Clever asks you to learn a re-roll sequence plus a joker die. Pick the first for a mixed or new group, the second for players who already know the genre.
  • Turn length: The single-die turn in That's Pretty Clever keeps downtime low because opponents act on the dice you skip. Twice as Clever can run longer per turn, which is fine for engaged planners and slower for casual tables. If your group dislikes waiting between turns, the simpler turn structure matters more than the extra dice control.
  • Interaction pressure: In That's Pretty Clever, every lower die you pass up is immediately available to others, so the tension is constant and visible. In Twice as Clever, set-aside dice are chosen after the active player finishes, which changes when opponents commit.
  • Expansion path: If you expect to own both eventually, start with That's Pretty Clever to establish the core rhythm, then move to Twice as Clever once the table is comfortable with roll-and-write turns.

Product facts

  • That's Pretty Clever: Six dice, one score pad, and four felt-tip pens; each turn you choose one die and enter it into a matching colored area. The single-die choice keeps teach time short and makes the first game readable without referencing a second rule layer.
    That's Pretty Clever
    That's Pretty Clever
  • Twice as Clever: The active player rolls six dice, sets aside lower numbers, re-rolls the rest, and may choose up to three dice; the white die is a joker. That multi-step turn rewards planning but adds rules overhead, so it suits groups already comfortable with roll-and-write pacing.
    Twice as Clever
    Twice as Clever

Which should you buy first?

Best for

  • A first roll-and-write for a family or mixed-experience group
  • Players who want fast turns and a single clear decision each round
  • Tables that enjoy direct, visible interaction through shared dice

Not for

  • Groups that already play roll-and-write games and want more turn flexibility
  • Players who prefer planning across several dice choices in one turn
  • Tables that want the joker-die safety net from the start

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