Welcome to 10,000
Written and Copyright 2005 by Adam Forster (Dragyn)

General Info:

You can resize this help window and keep it up to refer to while playing.

"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.


Instructions:

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.


Scoring:
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

Strategy:

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?


Client Options:

  • Play Sound when it is Your Turn - Plays a beep-like sound when it is your turn to play.


  • Play Sound when you recieve a Tell - Plays a tone sound when you receive a tell.


  • All Other Sound Effects - Toggles all other sound effects in the game on or off.



  • Game Options:

    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.

  • Allow scoring Three Pair (500 points) - Three pair (two each of any three different dice) can be scored as Three Pair for 500 points. [Slightly Quicker Games]


  • Allow scoring Four, Five, and Six of a Kind - Can score four of a kind, five of a kind, and six of a kind, doubling the three of a kind value for each extra die. Rolling six 1's is worth a wopping 1000x2x2x2 = 8000 points! [Quicker Games]


  • Require 500 points to get on the board - You cannot end your turn and score for the first time unless you have at least 500 points. [Longer Games]


  • Must score 10,000 exactly to win - You can only win by scoring 10,000 exactly. If you are over, your next score is subtracted rather than added to your total. [Longer Games]


  • Must Roll again after scoring a Three+ of a Kind - Anytime you score a Three of a Kind (or Four,Five,Six of a kind if that option is also enabled) you MUST roll again that round, you cannot end your turn. [Longer Games]


  • Must Roll again after scoring all dice - Anytime you score all of the dice you MUST roll again that round, you cannot end your turn. [Longer Games]


  • Score and Dice carry on to next player on loss - Whenever a player fails to score and loses their turn, their score and remaining dice are passed on to the next player rather than resetting. [Quicker Games]


  • Fail to score 3 turns in a row and lose 1000 points - If you fail to score any points for 3 turns in a row you are penalized 1000 points. You will be warned on your 3rd turn if you failed to score the previous 2 turns. [Longer Games]



  • Additional Info:

  • The person that starts the game has a special Reset Game command to reset the game back to the main title screen. (Useful when new players join and you want to start a new game including them)


  • If you host a copy of the game and login to it you get access to four special GM commands: Reset Game (like above), Kick Player (kicks a player off of the server), Ban Player (bans a player from the server) and Reboot Server (starts the server over again)