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10,000 is a classic push-your-luck dice game also known as Farkle, Ten Thousand, Zilch, or Greed. 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 it all for a higher score. The first player to reach 10,000 points triggers a final round, and the highest score wins. Simple to learn, deeply addictive, and endlessly tense — every roll is a gamble.
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.
On each turn you follow this sequence:
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.
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.
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.
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.
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.
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.
After the final round, the player with the highest banked score wins. If a trailing player surpasses the leader during the final round, they become the new highest score and the game ends. 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.
10,000 is a game of calculated risk. Here are the key strategic principles:
| 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 — 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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