Ten Thousand
Quick Pitch
A push-your-luck dice game where you keep rolling to rack up points — but if you roll nothing scoreable, you lose everything you built that turn. First to 10,000 wins.
Hook
Roll six dice, pocket whatever scores (1s, 5s, three-of-a-kinds), then decide: bank your points and pass the dice, or roll the remaining dice and push for more? Bank 300 points safely, or go for 600 and risk losing everything to a bad roll? The real cruelty is when all six dice score — "hot dice" — and you get to roll all six again. Players who understand hot dice chains play aggressively and build massive turns; players who don't stop too early and fall behind.
Equipment Needed
- 6 standard six-sided dice (d6)
- Paper and pencil — one scorecard per player, or a shared running tally
Improvising
- Any set of 6 matching dice works. Mismatched dice are fine too.
- A phone scorekeeper app works in place of paper.
Setup
- Each player gets a scorecard (paper and pencil work fine)
- Set a target score — 10,000 is standard; 5,000 for a quicker game
- Determine play order and roll
Rules
Objective: Be the first player to reach the target score.
On your turn:
- Roll all six dice
- Set aside any dice that score points (see scoring below) — you must set aside at least one scoring die before rolling again
- Decide: bank your points and end your turn, or roll the remaining dice to go higher
- If you roll and nothing scores — that's a zilch (or farkle). You lose all points from that turn
- If all six dice score in one roll, you get "hot dice" — reroll all six and keep going
Scoring:
| 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 | 1,000 |
| Five of a kind | 2,000 |
| Six of a kind | 3,000 |
| Straight (1-2-3-4-5-6) | 1,500 |
| Three pairs | 1,500 |
Ending the game: When someone reaches the target score, every other player gets one final turn to try to beat it.
Example Turn
Roll: 1-1-5-5-4-2 → set aside both 1s (200 pts) and one 5 (50 pts) = 250 pts banked, 3 dice left. Roll remaining 3: 5-6-2 → set aside the 5 (50 pts) = 300 pts total, 2 dice left. Roll remaining 2: 1-4 → set aside the 1 (100 pts) = 400 pts total, 1 die left. Bank 400, or risk the last die?
Tips
- With younger players, drop "three of a kind" scoring and just play ones and fives — it's simpler and still fun.
- A target of 5,000 makes for a good 20–30 minute game.
🎲 The Real Game Every roll is a gamble between what you have and what you might get. The key insight is that the risk isn't just about the dice — it's about your opponents. When someone else is close to winning, you have to roll aggressively even with a good score in hand. When you're ahead, stop early and make them do the gambling.
🎲 Watch For Hot dice chains are where games are won and lost. If all six dice score, you reset to six dice — which means another chance at hot dice. Players who understand this push through hot dice aggressively and build explosive turns of 2,000+ points in a single roll sequence. Players who don't understand it bank too early and fall behind.
Variations
- Soft zilch: If at least one die scores, you keep those points even if the rest zilch — less punishing, good for younger players
- Different targets: 5,000 for a quick game, 15,000–20,000 for a long one
- Straight scores higher: Some groups play straights at 2,000 or 2,500
- Team play: Partners share a score and alternate turns
Learn More — History & Origins
History & Origins
Ten Thousand is a folk dice game with murky origins, likely evolving in mid-20th century America alongside similar push-your-luck dice games. It circulates under several names — Farkle, Zilch, Zippy, and Farkel among them — with minor regional scoring variations but the same core mechanic. "Farkle" gained wider commercial recognition after Hasbro published a branded version, but the folk game predates it. "Zilch" takes its name from the losing condition. "Ten Thousand" is the most descriptive name and the one with the clearest folk-game lineage.
Cultural Context
Ten Thousand is a staple of casual North American gaming — bars, family gatherings, road trips, campfires. Its appeal is the push-your-luck tension: every roll is a decision, and the dramatic moment of zilching out after a big turn is both painful and funny. The game is fast to learn, scales easily from 2 to 8 players, and requires nothing but six dice and something to write on.