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Rules
10,000 Rules
×
How to Use This Page
Set the number of players (1–8) and optional names, plus the target score and final-round option, then press Start Game.
On your turn, press Roll. Bank ends your turn and keeps every scoring die's points automatically — you don't have to tap each one first.
Only tap individual dice if you want to lock some in and Roll Again for the rest — only dice that actually score can be selected that way.
A roll with no scoring dice at all is a bust — the turn ends immediately and everything banked so far this turn is lost.
Full Rules
Each turn, roll all 6 dice. Bank ends your turn, automatically adding up every scoring die in the current roll (whether or not you've tapped it) — or tap specific dice and press Roll Again to lock just those in and reroll the rest.
A single 1 scores 100; a single 5 scores 50.
Three of a kind scores by face value: three 1s = 300, three of any other number
n
=
n
× 100 (e.g. three 4s = 400).
Four of a kind = 1000, five of a kind = 2000, six of a kind = 3000, regardless of which number is repeated — whichever way of scoring a roll is worth more is always used automatically.
A straight (one each of 1–6) scores 1500. Three pairs (e.g. 2-2, 4-4, 6-6) scores 1500. Two separate triplets (e.g. three 2s and three 5s) scores 2500 — these three all use every one of the 6 dice in a single roll.
If all 6 dice have scored during a turn (across one or more rolls), you get "hot dice" — roll all 6 again and keep adding to the same turn's total.
A roll with no scoring dice at all is a bust: the turn ends immediately and everything banked so far
this turn
is lost (points already banked from earlier turns are safe).
Your first banked turn must total at least 500 points to get on the board; every turn after that banks normally, however small.
The game plays to a target score (10,000 by default), shown at the top of the page once it starts. With the final round option on, once someone banks a turn that reaches the target, every other player gets exactly one more turn (announced on screen) before the game ends and the highest total wins (ties are possible). With it off, the game ends the instant anyone reaches the target.
A host (or, in local pass-and-play, any player) can end the game early from the button bar instead of playing to the target.
Spicy Variant (optional)
Each of the 6 dice has one number, 1–6, marked as its own "spicy" face — shown with a highlighted border whenever a die lands on its own number.
A spicy die doubles the score of whatever combination it's part of (e.g. three 4s with one spicy 4 scores 800, not 400). Multiple spicy dice in the same combination double it again each time.
Rolling all 6 dice spicy at once is an instant win, ending the game immediately for everyone regardless of anyone's current score.
Spicy games default to a 25,000 target score instead of 10,000, still adjustable at setup.
High Stakes Variant (optional, independent of Spicy)
Whenever the previous player ends their turn by banking, the next player can choose to take over instead of rolling a fresh six: their turn starts with the previous player's
entire
banked turn score already as their own turn score, plus however many dice that player hadn't held yet (freshly rerolled, not the same values).
That head start is now fully at risk — busting this turn loses all of it, same as any other turn score. It never reduces the previous player's own total either way.
Only available right after a bank, never after a bust, and only for the very next player — declining it (rolling fresh instead) forfeits it for good.
10,000
Number of Players
-
2
+
Target Score
5,000
7,500
10,000
15,000
Final Round
On
Off
Spicy
On
Off
High Stakes
On
Off
Start Game