# Dice 10000

a family dice game

6-Dice, 10,000 Dice (or "Dice_10000") is the name of a family dice game, very similar to Farkle. It also goes by other names, including Zilch, Foo, Boxcar, and Crap Out.

## Equipment

• six dice
• sheet of paper for keeping score
• writing utensil

## Play

• Everyone starts out "off the table." Each player collects points during his/her turn, which he/she may add to his total, or not, depending on how aggressively or cautiously he/she plays.

• To begin a turn, if the player is "off the table," he/she rolls all six dice.
• As he rolls during his/her turn, the player is looking to score points, in the form of Sets (see figure below).
• If a roll scores any points, he may set aside each Set he/she wants to claim points from, and either:
• roll all remaining dice, hoping to score additional Sets.
• or if all six dice score points in one or more rolls, roll all six dice again, hoping to score additional Sets. This is known as a sweep.
• or pass play to the next player, if he deems the chance of failure to be too great.
• in order to get "on the table," a player must score at least 550 points in a turn (not necessarily in one roll). Once a player is "on the table," he is on for the duration of the game.
• If a roll scores no points, the player forfeits the points scored that turn, and play is passed to the next player.
• For a player who is "on the table," he/she may start by either:
• rolling all six dice as described above,
• or picking up the rollable dice from the last person. In this case, instead of starting this turn's scoring from zero, as usual, scoring starts from the score of the last person.

example: Player 1 stops his/her turn with 700 points, and opts to not roll his/her remaining two dice. He adds 700 to his score, and it is now Player 2's turn. Player 2 may pick up those two dice, and if he/she scores anything with them, he adds those points to 700, as his score. Or Player 2 may opt to start with all six dice, and start his own scoring from zero. (Note: In one variation of the game, players do not have the option to continue the previous player's turn.)

## Scoring and Sets

The following Sets are given for scoring. You cannot put sets together, as you are expected to in Yahtzee. If you set aside a triple of 5's, then rolled a single 5, you could not claim a four-of-a-kind. You could merely claim one triple of 5's, and one single 5. Your score would be 500 + 50 = 550. When rolling 4 or greater of a kind, each additional kind that is matched doubles your score. So if you rolled five 4's, your score would be 400 for the first 3. Then double that for the fourth, making it 800, then double again to make it 1600 points. 400x2x2 = 1600.

```a single 1 : 100
a single 5 : 50
triple of 1's : 1000
triple of 2's : 200
triple of 3's : 300
triple of 4's : 400
triple of 5's : 500
triple of 6's : 600
four-of-a-kind : Multiply triple score by 2
five-of-a-kind : Multiply four-of-a-kind score by 2
six-of-a-kind : Instant Win
three pair : 750
straight (length 6) : 2000
```

An alternative scoring set, using the above but with the following changes.

```3 pairs (boxcar): 750 - This set may be built over what you set aside
and may replace any current score from the dice.
small straight   : 1000
full house        :750
```

## Winning

A typical game is played for about 20-40 minutes with a player needing to reach 10,000 points.

When the first player crosses that threshold, all other players get one more chance to top that player's score. If a player can, then that player wins. Otherwise, the first player to cross that threshold is the winner.