Games / Ten Thousand
Ten Thousand
Roll. Keep. Push your luck.
Ten Thousand is the six-dice game also known as 10,000. Throw the dice, keep the ones that score, then decide: roll the rest for more, or bank what you have. Roll nothing that scores and the turn's points are gone. First to 10,000 starts the final round.
No app. No account. Free.
How to play Ten Thousand
Everyone sits at the same table on their own phone, and takes turns rolling. A short How to play runs before every game.
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Shake and throw
On your turn, hold the screen and shake, then let go to throw all six dice. Or tap Roll.
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Keep what scores
Tap the dice you want to keep. Spotting what scores is up to you: dice that don't score go back when you roll.
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Roll on or bank
Roll the rest for more points, or bank them. If a roll has nothing that scores, that's a Farkle and the turn's points are lost.
Bank it or push your luck?
Every roll is a choice. Here's what can happen.
Bank and the points are yours. Your turn ends and the dice pass to the next player.
Keep all six and you roll all six again, with this turn's points still riding.
A roll with nothing that scores loses everything you made this turn.
Ten Thousand rules
What you need
- 2 to 6 players, each on their own phone, tablet or computer. Nothing to download and no accounts.
- Playing alone? Add 1 to 5 bots to your table (easy, medium or hard), or tap Find a game and play bots if nobody turns up.
- About 15 minutes for a game of 3 or 4 players.
Scoring
| Dice | Points |
|---|---|
| Each 1 | 100 |
| Each 5 | 50 |
| Three 1s | 1,000 |
| Three 2s, 3s, 4s, 5s or 6s | 100 × the number (200 to 600) |
| Four of a kind | Double three of a kind |
| Five of a kind | Double again |
| Six of a kind | Double again |
| Three pairs (six dice) | 1,500 |
| Straight, 1 to 6 | 1,500 |
Only dice from the same roll count together: a 4 kept now and two 4s rolled later aren't three of a kind. Four 3s are 600, five 3s are 1,200 and six 3s are 2,400.
A turn, step by step
- Throw. Roll all six dice.
- Keep. Set aside at least one die that scores. You choose which: you don't have to keep everything that scores.
- Roll on or bank. Roll the dice that are left, or bank this turn's points. Each roll has to add at least one scoring die.
- Farkle. If a roll has nothing that scores, the turn ends and its points are lost.
- Hot dice. If all six dice have been kept, you pick them all up and roll six again, still adding to the same turn.
Getting on the board
Your first bank of the game needs 1,000 points in one turn (the host can make it 500). After that, any amount banks, unless the host has set a minimum: then every turn needs at least that much to bank.
Winning
The first player to bank 10,000 or more starts the final round: everyone else gets one more turn to beat them. The highest score after that wins. Ties share the win.
Tips
- With two dice or fewer left, a Farkle is likely. Bank unless you're behind with not long to go.
- You don't have to keep every scoring die. Rolled a 1 and two 5s? Keep just the 1 and roll five dice instead of three.
- The final round is your last turn, so banking short of the leader can't win. Keep rolling until you pass them.
Questions
Is Ten Thousand the same as Farkle?
They're close relatives. Ten Thousand (also called 10,000, Zilch or Zonk) plays to 10,000 with six dice. When no dice score, people call it a Farkle.
Is Ten Thousand free?
Yes. It's free to play in your browser on any phone, tablet or computer, with no app and no account.
Can I play Ten Thousand alone?
Yes. Tap Play with bots and add 1 to 5 bots on easy, medium or hard. Or find a game online and play bots if nobody else joins.
Who rolls the dice?
The game does, fairly, for everyone. Your shake and throw decide how the dice tumble on your screen, not what they land on.
Can I play with a keyboard?
Yes. On a computer, Space rolls and B banks; click the dice to keep them. To use other keys, open Settings (the gear at the top of the game).
What happens if I take too long?
Each turn has a time limit, and the last 15 seconds count down on screen. If it runs out, the turn ends and its points are lost.
More to play: race in The Last to Flap, play back tunes in Encore!, or try Imposter and Last Second.