How to Play 10000
10000, also known as Farkle or Zilch, is a fun family game where the goal is to score 10000 points by rolling winning combinations of dice. The game is incredibly easy to learn, but be warned: once you pick the dice up, you may never want to put them down!
Quick Summary
In a game of 10000, players roll 6 dice. They score based on a combination of 1s, 5s, or groups of at least three of a kind. If a player scores, they can choose to keep their score or roll the nonscoring die to try to improve their score. However, if at any point a player rolls a nonscoring combination, their turn is over and they lose all of the points scored during the turn. The game continues until a player rolls 10,000 or more points.To learn how each combination is scored, read on!
Steps

Decide who is going first.You can do this, for instance, by having each player roll three dice and starting with whoever gets the highest combination. Play proceeds clockwise from this player.

Roll all six of the dice.If the roll has no scoring combinations, 1's or 5's, the player's turn ends. If the roll has scoring dice, the player may choose to roll all six again or keep any of his/her scoring dice and roll the others to create lucrative scoring combinations. A player must roll an aggregate score of 1000 points in one series of rolls to begin recording his or her score.

Check to see if any rolled dice create winning combinations.Various combinations of numbers score points in 10,000. See below for a list of scoring combinations:
 Any die that shows '1' is worth 100 points
 Any die that shows '5' is worth 50 points
 A ThreeofaKind is worth a hundred times the number on the dice, with the exception of three '1's, which is worth 1000 points.
 Any additional matching numbers past three of a kind double the point worth (i.e. 4+4+4=400 while 4+4+4+4=800).
 Three pairs is worth 1000 points.
 A fivedice straight (1+2+3+4+5 or 2+3+4+5+6) is worth 500 points.
 A sixdice straight (1+2+3+4+5+6) is worth 1500 points.
 A sixofakind of 1's automatically wins!

"Lock" any dice you want, provided they in a scoring combination.After your first sixdice roll, if you wish, you can roll smaller numbers of dice to continue scoring points. When you decide to stop rolling, record the points you've made during your turn on a score table.
 Note: Any dice set aside can not be used to make a combination with any rolled dice, i.e., setting aside two '5's and then rolling another '5' only gains you 150 points instead of 500.

Rolling a nonscoring combination causes you to loseallpoints gained in your turn.If, at any point during your turn (including your first roll), a roll doesn't contain any scoring dice, your turn ends and you make no points. This is what makes continued rolling risky  the possibility of making more points must be weighed with the risk of losing everything you've earned so far during your turn.

Continue from player to player until one person achieves 10,000 or more points.Once a player reaches 10,000 points, the game isn't over! At this point, everyone has one turn left to try to beat the leading player's score before the game ends. If no one can, she/he wins!
Community Q&A

QuestionWhat is five of a kind worth?wikiHow ContributorCommunity AnswerFour times the three of a kind point value. For example, rolling three 6's = 600 pts. Rolling four 6's is double the amount = 1200 pts. Thus, rolling five 6's is quadruple original = 2400 pts.Thanks!

QuestionHow much do dice that are not scoring dice count?wikiHow ContributorCommunity AnswerFive equals 50, one equals 100. Any other number must be a three of a kind. Three 3's = 300, three 4's = 400, etc.Thanks!

QuestionWhat are the points for four ones in the same roll?wikiHow ContributorCommunity AnswerEvery additional number to a set doubles the value. In this case 3 ones is 1000, so 4 ones would be 2000 and 5 ones is 4000 (must be in the same roll). 6 ones of course is an instant win.Thanks!

QuestionWhat if I rolled three 4's in the first roll then another 4 in a second roll. Is it still only 400?wikiHow ContributorCommunity AnswerYes, because you set those dice aside. However, if you did not roll a scoring combination on the second roll, you would lose the 400 points.Thanks!

QuestionIf I am on my last thing to get to 10,000 and I roll three ones and I keep to ones and roll again, is that legal?wikiHow ContributorCommunity AnswerYes, you may keep any combination of dice you prefer. In most variations you do not have to get exactly 10,000 but you can go over to win.Thanks!

QuestionDo you need a certain amount to get on the board?wikiHow ContributorCommunity AnswerYou need at least 1,000 points to get on the board, and after that, the minimum is 350.Thanks!

QuestionHow many points do I receive if I roll three ones (1)?wikiHow ContributorCommunity AnswerYou could play it so that if you roll three of a kind regardless of whatever number, you get 1000 points.Thanks!

QuestionHow many rolls do I get in one turn?wikiHow ContributorCommunity AnswerAs many before you roll a set with no scoring combination  aka farkling, busting, crapping out.Thanks!

QuestionIs there such thing as a small straight in this game?wikiHow ContributorCommunity AnswerIn some rules, a straight of five dices is worth 500 points and a sixdice straight is 1000.Thanks!

QuestionWhat should we do if there is a tie?wikiHow ContributorCommunity AnswerYou should do a roll off. Each person rolls one more turn until they bust out. The highest amount of points they rolled before busting out is the amount of points the other person have to beat in order to break the tie.Thanks!

What is a tube it was mentioned in one of the questions.

When you roll on the second roll and get three of the same number does it count

How rolls do you get per turn

How many points do I get if I have six flags

On The Game 10000 I throw three tubes on the second throw I throw to choose how do I store it
 There are several optional rules which you can use:
 Rolling a sixofakind allows you to immediately win the game.
 Rolling three nonscoring combinations in a row causes you to lose 500 points.
 A player has to score over 250 to be able note down his score.
 Rolling four or more '2's causes you to lose all of your points.
 The following player may choose to start with a fresh roll or chance continuing rolling the reminding dice from the previous players roll to steal the points. If no additional points are score the players turn is over.
Things You'll Need

6 dice (minimum)

Notebook
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