How to Play 10,000
The classic press-your-luck dice game
Objective
Be the first player to reach 10,000 points by rolling scoring dice combinations while avoiding the dreaded "zilch."
Players
2-6 players. Works great with any number - more tension with more players watching!
Equipment
6 standard six-sided dice. Paper and pencil for scorekeeping. A dice cup is optional.
Also Known As
Ten Thousand, Zilch, Farkle (similar rules), Greed, and Cosmic Wimpout.
Game Setup
Gather Equipment
You need 6 standard dice and something to track scores. A dice cup adds to the fun but isn't required.
Determine First Player
Each player rolls one die. Highest roll goes first. Play proceeds clockwise.
Set the Target
Standard game is first to 10,000 points. For shorter games, use 5,000 or 7,500.
Taking Your Turn
Roll All Six Dice
Start your turn by rolling all 6 dice. Look for scoring combinations - 1s, 5s, three-of-a-kind, straights, etc.
Check for Zilch
If none of your dice score, you've "zilched"! You lose all points accumulated this turn and your turn ends immediately.
Set Aside Scoring Dice
You MUST set aside at least one scoring die or combination. Add those points to your running turn total.
Decide: Roll or Bank?
Now choose: roll the remaining dice for more points (risky!) or bank your turn total and add it to your score (safe).
Hot Dice!
If all six dice score in a single turn (not necessarily one roll), you've got "hot dice"! Pick up all six and keep rolling - your points carry over!
What is a Zilch?
The Dreaded Zilch
A zilch occurs when you roll and NONE of the dice score (no 1s, no 5s, no three-of-a-kind, nothing). When you zilch:
- You lose ALL points accumulated during this turn
- Your turn ends immediately
- Pass the dice to the next player
This is the core tension of 10,000 - the more you roll, the more you risk!
Getting on the Board
Opening Score Requirement
Many versions require you to score at least 1,000 points in a single turn to get "on the board." Until you bank 1,000+, lower amounts don't count. This makes the opening more exciting!
Ending the Game
Final Round
When a player reaches 10,000+ points, all other players get ONE final turn to try to beat that score. Highest score wins!
Single Die Scoring
Basic Scoring Dice
Only 1s and 5s Score Alone
A single 2, 3, 4, or 6 scores nothing. You need three-of-a-kind or a special combination to score these.
Three of a Kind
Triplet Scoring
Pattern: Face Value × 100
Three of a kind scores the face value × 100 (three 4s = 400). Exception: Three 1s = 1,000 (not 100).
Four, Five, and Six of a Kind
Extended Multiples
Examples
- Four 3s = 600 (double 300)
- Five 3s = 900 (triple 300)
- Six 3s = 1,200 (quadruple 300)
- Six 1s = 4,000 (quadruple 1,000)
Special Combinations
Six-Dice Combos
Must Be All Six Dice
Straights, three pairs, and two triplets only count when rolled with all 6 dice at once. You cannot build them across multiple rolls.
Scoring Example
Sample Roll: 1-1-3-3-3-5
Zilch Probability
Know Your Odds
Understanding zilch probability helps you make smart decisions:
- 6 dice: 2.3% zilch chance - always roll!
- 5 dice: 7.7% zilch chance - very safe
- 4 dice: 15.7% zilch chance - usually worth it
- 3 dice: 27.8% zilch chance - getting risky
- 2 dice: 44.4% zilch chance - be careful!
- 1 die: 66.7% zilch chance - desperation only
When to Bank
The 300 Rule
With 2 dice remaining, bank if you have 300+ points. The 44% zilch chance isn't worth risking a solid score.
The 500 Rule
With 1 die remaining, bank if you have 500+ points. You only have a 33% chance of scoring.
Roll with 4+ Dice
With 4 or more dice, the zilch chance is low enough that rolling is usually smart unless you have a massive turn total.
Consider Game State
Behind? Take more risks. Ahead? Play conservatively. Don't let opponents catch up!
Getting on the Board
Opening Strategy
If you need 1,000 to get on the board, be more aggressive! A 500-point turn that you bank does nothing. Keep rolling until you hit 1,000 or zilch - you have nothing to lose.
Advanced Tactics
Don't Be Greedy with Small Scores
Setting aside just a single 5 (50 points) leaves you with 5 dice but minimal gain. Try to keep bigger combinations when possible.
Hot Dice Decision
When you have hot dice (all 6 scored), you get to roll all 6 again. This is almost always worth doing - fresh 6 dice only have a 2.3% zilch chance!
Endgame Strategy
- Crossing 10,000: Once someone crosses 10,000, everyone gets one more turn. Calculate what you need!
- Final turn math: If you need 2,500 to win, keep rolling until you hit it or zilch
- Defensive banking: At 9,700 points? A safe 300-point turn wins. Don't get greedy!
- Watch opponents: Know everyone's score - adjust your risk accordingly
Alternative Names
10,000 is known by many names around the world:
- Ten Thousand: The spelled-out version
- Zilch: Named after the bust condition
- Farkle: Very similar game with minor rule differences
- Greed: Because you always want one more roll
- Dice 10,000: Descriptive name
- Cosmic Wimpout: Commercial version
Common Variations
Skip the 1,000-point opening requirement. Any banked score counts from turn one. Faster start, less dramatic.
Require only 500 points to get on the board instead of 1,000. A middle-ground option.
If you're down to 1 or 2 dice, you must bank. Removes the riskiest decisions from the game.
If you zilch three times in a row, you receive 500 "welfare" points. Helps unlucky players stay competitive.
When someone banks, the next player can choose to continue rolling those dice (keeping the previous player's unbanked points at risk). High-stakes variation!
Scoring Variations
Each die beyond three doubles the total again: 4-of-a-kind = 2×, 5-of-a-kind = 4×, 6-of-a-kind = 8×.
Remove straights and three pairs from scoring. Simplifies the game but reduces exciting moments.
Play to 5,000 instead of 10,000 for a quicker game. Great for time-limited sessions.
10,000 vs. Farkle
Key Differences
10,000 and Farkle are nearly identical, but some versions differ on:
- Opening requirements (1,000 vs 500 vs none)
- Three pairs scoring (1,500 vs 750 vs not allowed)
- Four-of-a-kind + pair scoring
- Exact rules for "hot dice"
Agree on rules before playing!