Commercially known as Farkle and sometimes known by its French name
Dix Mille. This is an absorbing game for any number of players using
six dice and a score sheet. There are many variations of this game. The basic version is
described first followed by a series of additional rules under the heading
Variations. It is left to you to decide which alternative rules, if any,
you wish to play.
Each player takes it in turn at rolling the dice and must set aside at
least one scoring die (1s, 5s, triples, 3 pairs, or a run of 6. See score
values below). Their turn continues, rolling the remaining dice, as
long as they have thrown and set aside a scoring number or combination.
Players announce their progressive score for their turn after each roll.
A player's turn ends when they either decide to stop and score their
accumulated points or until they have a scoreless throw and score nothing
for that turn. Should all six dice be set aside as scoring then the
player may roll them all again and continue their tally.
Scoring combinations only count when made with a single throw.
For example, a player who rolls and puts aside a 1 and then throws two 1s
with the next throw may only score 300 not a 1,000.
The first player to score a total of 10,000 or above, wins the game, provided any
subsequent players, with a turn left, don't exceed their score.
= 100 points
= 50 points
1, 1, 1
= 1,000 points
#, #, #
= # x 100 e.g. 2, 2, 2 = 200 points:
6, 6, 6 = 600 points
1, 2, 3, 4, 5, 6
= 3,000 points
= 1,500 points (including four-of-a-kind and a pair)
An example turn might go something like this: A player rolls the six
dice and they come up 1, 1, 2, 4, 5, 6. He could set aside the two 1s and
the 5 scoring 250 points, but instead sets aside the 1s, scoring 200 and
rolls the remaining four dice. They come up 1, 6, 6, 6 and the player
decides to set aside all four dice and his score is increased by 700
points (1 = 100 + 6, 6, 6 = 600) giving a total of 900 so far. All six
dice are scoring so the player decides to continue his turn by rolling
them all again. This time he is unlucky and rolls 2, 3, 3, 4, 6, 6. A
scoreless throw which means he scores nothing for this turn and the dice
pass to the next player.
A player may not begin to score until he has first scored at least 500
points in a turn.
A player may take up the scoreless dice of the previous player who has
had a scoreless throw and forfeited their points. Should he then throw a
scoring number or combination he takes the previous player's forfeited
score, in their last turn, as their own. Worth risking if they have
accumulated a high score.
A player who throws a scoreless first roll, three times in successive
turns, loses 1000 points.
If five dice are counted as scoring, the remaining die may be thrown
twice in an attempt to roll a 1 or 5. If successful, the player is allowed
to continue rolling with all six dice and receives a bonus of 500 points. The bonus increases by 500 points for every time the last die is rolled
and scores in a single turn.
Four or more 2s cancels a players entire score.
Six-of-a-kind made with a single throw wins the game outright.
Sometimes a target total of 5,000 is set to make for a shorter game.
There is a commercial version of Ten Thousand called Cosmic Wimpout
that is played with only 5 dice and without the three pairs scoring
category. Some states in the USA play a version using 7 dice.