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Dice games

10,000 (Farkle)

players
2–10
minutes
30
years
8+

In the box

5 dice

Official rules (PDF, publisher's site)

Box details
Origin
Traditional game, with no specific designer or publisher
Mechanics
Dice RollingPaper and PencilPush Your LuckRe-rolling and LockingSet Collection

score sheets for this game →

Where to buy it

Near you

In a shop

Within 50 km.

The basics

With five dice, the aim is to reach 10,000 points, or 5,000 for a short game. On your turn, roll the dice, set aside at least one scoring die (ones, fives, three of a kind, straights), then either stop to write down your points or reroll the rest, at the risk of a blank roll that wipes out the whole turn. The first to hit the target exactly, without going over, wins.

Traditional rules, checked against reference sources · October 2026

The rules, step by step

Setup

5 dice, Target 10,000, 5,000 for a short game
  • Five dice, a score sheet, two or more players.
  • Before you start, agree on the target, 10,000 points or 5,000 for a short game, and on the minimum needed to open.

How to play

Keep 1 scoring die, Blank roll: turn lost, Open at 500 points
  • On your turn, roll all five dice.
  • After each roll, set aside at least one scoring die, then choose: stop and write down the turn’s points, or reroll the remaining dice.
  • A combination only counts if it comes from a single roll: a 5 kept from the first roll and two 5s on the next one make three single 5s, 150 points, not three of a kind.
  • A roll with no scoring die at all is a blank roll: the turn’s points are lost and play passes on.
  • When all five dice have scored, you may pick them all up again and keep adding to the same turn; some tables make it compulsory.
  • To write down your first points, you need a turn of at least 500 points; some tables ask for 750 or 1,000. After that, you may stop whenever you like.

Scoring

Ones 100, fives 50, Three 1s: 1,000, Straight 1,500
  • A 1 is worth 100 points, a 5 is worth 50. On their own, 2s, 3s, 4s and 6s score nothing.
  • 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 are worth double the three of a kind, and five of a kind double again: four 3s make 600, five 3s make 1,200.
  • A five-dice straight, 1-2-3-4-5 or 2-3-4-5-6, is worth 1,500 points.

End of the game

Exactly 10,000, Without going over
  • You must reach exactly 10,000 points, without going over: the first player to do so wins.
  • A turn that would take you past the target is not added. Some tables punish it as well: the player drops back to zero, or to 5,000 if they had passed it.

House rules and pitfalls

This page follows 10,000 as it is played in France: five dice and a target you must hit exactly.
  • This page follows 10,000 as it is played in France: five dice and a target you must hit exactly. The six-dice game is the American Farkle, described below.
  • Scoring tables vary a lot from one family to another: a full house scored separately, five 1s winning on the spot, a higher or lower opening. Settle them before the first game, not halfway through.
  • The game’s dilemma fits in one question: bank a safe 350 points, or reroll the last two dice to try for more.
  • In Farkle, you roll six dice: three pairs are worth 1,500 points there, a 1-to-6 straight is worth 1,500 or 2,500 points depending on the rules, and you may go past the target. As soon as a player reaches 10,000 points, each of the others plays one last turn, then the highest total wins.
  • PlayMonster’s Farkle also scores three 1s at 300, and four, five or six of a kind at 1,000, 2,000 or 3,000 points. If you play with that box, follow its rules.

Going further

Variants · In the same family · Play with the game assistant

Play with the game assistant

Variants

Target

  • 5,000 points

  • 10,000 points

Opening

  • 500 points to open

  • 750 points to open

  • 1,000 points to open

  • No minimum to open

choose them when you start a game: the scorer adapts

In the same family

see all →