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How to Play 10,000 (Farkle): Rules, Scoring & Variations

10,000 (also called Farkle, Zilch, Dix Mille) is a push-your-luck dice game for 2+ players.

Goal

First to 10,000 points wins.

Equipment

6 standard six-sided dice; scorepad.

Scoring Combinations (Standard)

RollPoints
Each 1100
Each 550
Three 1s1,000
Three 2s–6s100 × face value (e.g., three 4s = 400)
Four of a Kind2× Three-of-a-Kind score
Five of a Kind3× Three-of-a-Kind score
Six of a Kind4× Three-of-a-Kind score (or instant win)
Straight (1–6)1,500
Three Pairs1,500
Two Triplets2,500

Turn Flow

  1. Roll all 6 dice.
  2. Set aside at least one scoring die/combo (mandatory).
  3. Choose: Bank points → end turn, OR re-roll remaining dice for more.
  4. If re-roll yields zero scoring dice → FARKLE: lose all points this turn, turn ends.
  5. If all 6 dice score → "Hot Dice": roll all 6 again (optional, continues turn).
  6. First turn: must bank ≥ 300 (or 500/1000 house rule) to "get on the board."

Common Variations

  • Welfare: Next player can take farkled dice and continue for the points.
  • Team Play: Partners combine scores.
  • Progressive Threshold: Minimum bank increases each round.

Strategy Tips

  • Early game: take risks to get on board fast.
  • Mid game: bank at 300–500 if behind; push if ahead.
  • Late game: calculate exact needed points; avoid farkle when close.
  • Track opponents' scores—pressure them into risky rolls.

Simple rules, brutal tension. Perfect for bars, campfires, or family night.


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