Dice 10000

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A game of Dice 10,000 in progress. A player has set the three "3" dice aside and has three left to reroll.

Dice 10,000 (or Dix Mille, 5-Dice, 10,000 Dice, Ten Grand) is the name of a family dice game played with 6 dice, it is very similar to farkle. It also goes by other names, including Zilch, Zilchers, Foo, Boxcar, Bogus, Zach’s Dice Game, and Crap Out.

Scoring[]

These are the base methods of scoring:

  • Single fives are worth 50 points
  • Single ones are worth 100 points
  • Three of a kind are worth 100 points times the number rolled, except for three ones which are worth 1000 points
  • If four, five, or six of a kind are rolled, each additional dice doubles the amount of dice previously rolled. For example, 4 die showing the number 3 would be 600 points and 5 die showing the number 3 would be 1200 points
    • This makes the highest possible score in a single roll 8000 for six ones (1000 for three ones, after that player multiplies the roll by two for each additional one in that series of rolling.)
  • A straight from 1 to 6 is worth 1500 points. If a player fails to roll a straight they may make one attempt to complete the straight. If the desired number(s) does not turn up on the next roll that round is a "crap out" even if there are scoring dice on the table i.e. 1's or 5's.
  • Three pairs are worth 1000 points. For instance 2+2, 4+4, 5+5. This rule does not count if you roll a quadruple and a pair e.g. 2+2, 2+2, 6+6 unless stated otherwise (some places have their own house rules).

Typically each roll scores separately, with dice scored at the time they are rolled, so that three or more of a kind must be rolled simultaneously, and dice from later rolls do not "stack" for the higher score. In so-called progressive scoring, dice can form combinations with dice previously scored and set aside.

Example: Player 1 rolls all six dice, and chooses to score three fours for 400 points. She rolls the remaining three dice for a 2, 4, 5; the additional 4 does not multiply the previous three of a kind unless playing progressive, and she can only score 50 points for the lone 5. If she rolls two more 5's with the remaining dice, if not playing progressive they will only score 50 points each, and do not form a three of a kind with the other 5.

Dice Roll Points
Straight 1- 6 1,500
Three Pairs 1,000
3x6's 600
4x6's 1,200
5x6's 2,400
6x6's 4,800
unless rolled at one time then its automatic 10,000
3x5's 500
4x5's 1,000
5x5's 2,000
6x5's 4,000
unless rolled at one time then its automatic 10,000
3x4's 400
4x4's 800
5x4's 1,600
6x4's 3,200
unless rolled at one time then its automatic 10,000
3x3's 300
4x3's 600
5x3's 1,200
6x3's 2,400
unless rolled at one time then its automatic 10,000
3x2's 200
4x2's 400
5x2's 800
6x2's 1,600
unless rolled at one time then its automatic 10,000
3x1's 1,000
4x1's 2,000
5x1's 4,000
6x1's 8,000
unless rolled at one time then its automatic 10,000
If a player rolls all 6 of the same dice in 1 roll the game is automatically over no player gets a last roll.
Double Trips when 2 sets of 3 of a kind are hit. Scores are added together and doubled.

Winning[]

The first player to score over 10,000 points temporarily becomes the winner, and each other player gets one more turn to top that player's score. Whoever ends with the highest score over 10,000 wins the game.

In one variation, players must score exactly 10,000 without going over. In the event that a player goes over, the score for that turn is lost. In this variation, if the 10,000 is hit, that player wins immediately without giving the other players a chance to roll. However, if the winner leaves at least one die then the next player may 'roll off the score'.

Related games[]

  • Cosmic Wimpout
  • Farkle (see article for more information on scoring variations and probabilities)
  • Greed
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