How to Play Farkle (10,000)
Farkle, also known as 10,000, Ten Thousand, Zilch, or Greed, is a classic push-your-luck dice game. Using nothing more than 6 standard dice and a scorepad, two to six players take turns rolling, setting aside scoring dice, and deciding whether to bank their points or risk them for a higher score. The first player to reach 10,000 points triggers a final round, and the highest score wins. It is simple to learn, and every roll forces a choice between greed and caution.
What You Need
All you need is 6 standard six-sided dice and a way to keep score. The game works with 2 to 6 players, though 3 or 4 is the sweet spot for competitive play. On SuitedGames you can play against AI opponents with automatic scoring, so you can focus entirely on strategy.
Turn Structure
On each turn you follow this sequence:
- Roll all 6 dice (or all remaining dice if continuing a turn).
- Set aside at least one scoring die from the roll. You may set aside as many scoring dice as you like, but you must keep at least one.
- Choose to bank or roll again. Banking adds your turn score to your total and ends your turn. Rolling again uses only the dice you did not set aside.
If at any point you roll and none of the dice score, you have been farkled. You lose every point accumulated during that turn, and play passes to the next player.
Scoring Combinations
Points are earned by rolling specific dice combinations. Only 1s and 5s score individually; all other numbers must appear in groups of three or more to count.
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kind | 2x the three-of-a-kind value |
| Five of a kind | 4x the three-of-a-kind value |
| Six of a kind | 8x the three-of-a-kind value |
| Straight (1-2-3-4-5-6) | 1,500 |
| Three pairs | 1,500 |
Scoring combinations are evaluated per roll. For example, rolling three 4s in a single roll scores 400, but rolling a 4 on one roll and two 4s on the next does not combine into three of a kind. Each roll is scored independently.
Farkle (Busting)
A farkle occurs when you roll the remaining dice and none of them form a scoring combination. When you farkle, you lose all the points you accumulated during that turn, both the points from dice you already set aside and any previous rolls in the same turn. Your banked total remains untouched, but your turn score drops to zero.
The risk of farkling increases dramatically as the number of dice you are rolling decreases. With 6 dice the probability of farkling is roughly 2.3%, but with just 1 die it jumps to about 67% (only a 1 or 5 scores). This is the core tension of the game: the more points you accumulate, the more you stand to lose.
Hot Dice
If you manage to set aside all 6 dice as scoring dice during a single turn (across one or more rolls), you achieve Hot Dice. When this happens, pick up all 6 dice and continue your turn with your accumulated points intact. Hot Dice can chain multiple times in a single turn, allowing you to build enormous scores, though each additional roll carries the risk of farkling and losing it all.
Getting on the Board
Before you can bank points for the first time, you must score at least 500 points in a single turn. This is called getting on the board (or the opening threshold). Until you reach 500 in one turn, you must keep rolling. Once you have banked your first score, you may bank any amount on subsequent turns.
Winning the Game
The game continues around the table until one player's banked score reaches 10,000 points or more. This triggers the final round: every other player gets one more turn to try to surpass the leader's score.
Every remaining player takes that turn, even once the lead changes hands. Passing the leader mid-round does not stop play, so the highest banked score at the close of the round wins. In the rare event of a tie, some variants call for a tiebreaker round, though the most common house rule awards victory to the player who reached the score first.
Strategy Tips
10,000 is a game of calculated risk. Here are the key strategic principles:
- Bank with 3 or more dice remaining: the fewer dice you roll, the higher your farkle probability. With 300 or more points and only 1 or 2 dice left, banking is usually the smart play.
- Keep fewer dice to leave more for rolling: if you roll three 2s and a 1, consider keeping only the 1 (100 points) to leave yourself 5 dice for the next roll instead of locking in 4 dice for 300.
- Always roll on Hot Dice: when all 6 dice reset, the farkle probability is very low (about 2.3%), so continuing is almost always correct.
- Be aggressive when trailing: if opponents are far ahead, you need big turns to catch up. Play conservatively when you are in the lead and aggressively when behind.
Quick Reference
| Dice | 6 standard six-sided dice |
| Players | 2 to 6 |
| Opening Threshold | 500 points in a single turn to get on the board |
| Farkle | Roll no scoring dice, lose all turn points |
| Hot Dice | All 6 dice score, then pick up and roll all 6 again |
| Winning Score | 10,000 points (triggers final round) |
| Also Known As | Farkle, Ten Thousand, Zilch, Greed, Hot Dice |
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