Dice games
10,000 (Farkle)
Pile up points by rerolling the dice as long as you score, without getting caught by a blank roll that wipes out the whole turn.
- players
- 2–8
- minutes
- 30
- variants
- 5
You’ll need: 6 dice. Marquoir gives you all the rules and keeps score.
Setup
- Six dice, a score sheet, two to eight players.
- Set the target before you start: 5,000 or 10,000 points.
How to play
- On your turn, roll all six dice.
- Set aside at least one scoring die, then choose: stop and bank, or reroll the remaining dice.
- If a roll produces no scoring die, it is a blank roll: all the points built up during the turn are lost.
- If all six dice score, you may roll all six again and keep adding.
Scoring
- A 1 is worth 100 points, a 5 is worth 50 points.
- Three 1s are worth 1,000 points. Three of any other value are worth that value times 100: three 4s make 400.
- Four of a kind double the three of a kind, five triple it, six quadruple it, depending on the table.
- A straight from 1 to 6 is worth 1,500 points. Three pairs are often worth 750 or 1,000 points.
End of the game
- You often have to open with a minimum, usually 750 or 500 points in a single turn, before you start scoring.
- The first player to pass the target triggers the last round: the other players get one last chance to beat them.
House rules and pitfalls
- Scoring tables vary a lot from one family to another. Settle them before the first game, not halfway through.
- The game's dilemma fits in one question: bank a safe 350 points, or reroll two dice to try for three of a kind.
Variants
Target
5,000 points
10,000 points
Opening
750 points to open
500 points to open
No minimum to open
chosen when starting, the scorer follows
The box
- Age
- Ages 8+
- Origin
- Traditional game, with no specific designer or publisher
- Mechanics
- Lancer de désPapier-crayonStop ou encoreRelancesCollection