Dice 10000

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A game of Dice 1,000 in progress. A player has set the three "3" dice aside and has three left to reroll. Six Farkle dice.jpg
A game of Dice 1,000 in progress. A player has set the three "3" dice aside and has three left to reroll.

Dice 10,000 (or 10000, 10,000 Dice, Ten Grand) also Greed, Dix Mille, Reload, 5-Dice is the name of a family dice game played with 6 dice; it is similar or identical to the commercialized Farkle. It also goes by other names, including Cargoose, Zilch, Zilchers, Foo, Boxcar, Bogus, Lewis' Dice, Crap Out.

Contents

Scoring

These are the base methods of scoring:

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. Also to add you can not take a full house with 4 of a kind and a 2 of a kind without rolling 1 of the 4 dice to make the full house a 3 of a kind and a 2 of a kind for a full house

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.

Progressive mode

Dice RollPoints
Single 5's50
Single 1's100
Three Pairs1,000
Straight 1- 61,500
Full House1,500
Double Trips when 2 sets of a 3 of a kind are hit. Scores are added together and doubled.


Separate turns mode, (6 dice)

Dice RollPoints
Single 5's50
Single 1's100
Three Pairs1,500
Straight 1- 62,000
Double Trips when 2 sets of a 3 of a kind are hit. Scores are added together and doubled.
Dice Roll3 of a kind4 of a kind5 of a kind6 of a kind
1's1,0002,0004,0008,000
2's2004008001,600
3's3006001,2002,400
4's4008001,6003,200
5's5001,0002,0004,000
6's6001,2002,4004,800

Winning

There are two main winning variants, one requires an ''exact'' score of 10,000. The others criteria is that you only have to exceed 10,000. With playing the exact score, in the event that a player goes over, the score for that turn is lost and they need to try again next turn. If the 10,000 is hit, that player wins immediately without giving the other players a chance to roll. However, in progressive mode if the winner leaves at least one die then the next player may 'roll off the score'. 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 wins the game. [ citation needed ]

A rule variation states that if a player rolls all 6 dice with the same number they instantly win. This is part of another ruleset which allows rolling dice off other players. If the game comes to a roll off each player will roll the dice until they bust the person with the highest score wins there is no point minimum or maximum.

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