Loading…
Six dice, one rule: know when to stop.
The classic six-dice game of pushing your luck, also known as Farkle, Zilch or 10,000. Throw the dice, set aside the ones that score, then throw the rest for more or bank what the turn has made. A throw with nothing that scores wipes out the whole turn, and setting aside all six brings them back for a fresh throw. Race the computer to 10,000 points at easy, medium or hard, and every day brings a game with the same throws for everyone.
Tap Roll to throw the six dice. From each throw you must set aside at least one scoring die: tap the dice to lift them. The table: a 1 is 100, a 5 is 50; three of a kind is 100 times the face (three 4s are 400), three 1s are 1,000; each die beyond three doubles it (four 4s 800, five 4s 1,600); a straight 1 to 6 or three different pairs is 1,500. Dice from different throws never combine. Then roll the dice left for more, or bank the turn's points into your score. A throw where nothing scores is a bust: the turn's points are lost and the dice pass. Set aside all six and you have hot dice: all six come back and the turn goes on. The first to 10,000 wins; you start, so when you get there the computer has one last turn to pass you. A win scores 100 plus one point for every 100 you won by (at most 200); a loss scores 4 for every 1,000 you banked.
Ten Thousand is a dice game for two or more players that comes down to one question asked again and again: stop now, or throw once more? Six dice, a short scoring table and a race to 10,000 points. Families have played it for generations under many names: Zehntausend in Germany, Dix mille or 5000 in France, Zece mii in Romania, Diez mil in Spain and Latin America, and Zilch, Greed, Hot Dice or Farkle in the English-speaking world, where boxed sets and apps have made it famous.
Here you play against the computer at three strengths, from a bold beginner to an opponent that weighs every throw by its odds, and every day brings a Daily game in which everyone gets the same throws.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
It is the same family. Farkle is the name used by several boxed sets and apps for this traditional game; Ten Thousand, Zilch and Greed are older folk names for it. The rules vary from table to table, mostly in what the big combinations are worth, and this page uses one common table, written out above.
In this table each die beyond three doubles the three of a kind, a rule many families play by. Other tables give four of a kind a flat 1,000 or score three pairs at 750. The scoring is the same for you and for the computer.
No. Some groups only let a player start once a single turn makes 500 or 750 points; here any turn can be banked, however small.
The computer always gets the same number of turns as you. When you reach 10,000 first, it has one last turn to pass you, and if it reaches the target first the game stops there, before you would have had an extra turn.
Every day everyone plays the same game against the medium computer: the same throw of the same turn, yours or the computer's, shows the same faces for every player, so the scores compare directly on the leaderboard.
The dice say how far. You decide where.
Fifteen checkers each, one way round and no hitting: block, race and bear off.
Match the ends and be first to play out.
Build the longest train from the station and empty your hand first.