|dice-play||How to play...|
Commercially known as Farkle and sometimes by its French name Dix Mille. This is an absorbing game for any number of players using six dice. 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.
|1||= 100 points|
|5||= 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|
|3 pairs||= 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.
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