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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

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