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"10,000" or "Ten Thousand" is a fun and easy to learn dice game named because the goal of the game is to reach 10,000 points. In France it's known by the name Dix Mille (French for 10,000). This game is said to have been played by Sir Albert Farkle in 1492 in Iceland. The english version of the game has spread mostly as a folk game by word of mouth with many different rules variations.
The game is known by a variety of other names including Blew It!, Farkel, Five Thousand, Cosmic Wimpout, $Greed, Bupkis, Fill or Bust, Zilch, High Rollers, Six Cubes, Gold Train, and probably others. Variants use from 5 to 7 dice, and often have other bonuses like wild dice or special combinations.
This version of 10,000 uses 6 dice and implements only the basic rules that are generally common to most variants with a few different optional rules.
First off you must Start a new game. Press the Ready button in order to set yourself Ready to Play, and then press the Start button when all players are ready.
A player is randomly chosen to take the first turn and then it uses the score list order for the order of play. Here is how a basic turn works:
You begin your turn by rolling all six dice. The idea is to roll one or more special combinations of dice that are worth points. See "Scoring:" below.
If you cannot score any points after rolling the dice your turn is over and you lose any accumulated points this turn.
If you can score points after rolling, special scoring buttons will appear that show the combination and score from that combo. Click the scoring button(s) that you wish to score and the scoring dice will be removed from play. You can score as many of the possible combinations as you like.
You are then given the choice to either Roll the remaining dice and try to get more points or Score and end your turn by adding your accumulated score this turn to your permanent score.
Your turn repeats like this until you either decide to keep your accumulated score for this turn or until you make a roll and cannot score any more points. It is then the next player's turn.
The first player to reach 10,000 points wins the game.
| Combination: | Points: |
| Single 5 | 50 |
| Single 1 | 100 |
| Three of a Kind: 2 | 200 |
| Three of a Kind: 3 | 300 |
| Three of a Kind: 4 | 400 |
| Three of a Kind: 5 | 500 |
| Three of a Kind: 6 | 600 |
| Three of a Kind: 1 | 1000 |
| Straight (123456) | 1500 |
| Three Pair [Optional] | 500 |
| Four of a Kind [Optional] | x2 of Three of a Kind |
| Five of a Kind [Optional] | x4 of Three of a Kind |
| Six of a Kind [Optional] | x8 of Three of a Kind |
Luck definately plays a big part in winning the game, but the strategy comes in when deciding how conservative or agressive you want to play. Do you push on for big points or do you stop with a meager score to make sure you keep advancing?
Not all game options are really compatible with each other. For example the 'Score and Dice carry on to next player on loss' and 'Fail to score 3 turns in a row and lose 1000 points' when put together can make for some frustrating gameplay. Keep in mind how the option will affect other options that you have selected.