Hot Dice Rules
The 1 dice = 100 points The 5 dice = 50 points Three of a kind, thrown at one time count as follows: 2’s = 200 3’s = 300 4’s = 400 5’s = 500 6’s = 600 1’s = 1000, and that’s a HOT roll! 1,2,3,4,5 all at once = 1500 for The Big One. ( You can usually keep rolling with the “and rolling” rules to rack up even bigger points!). The official rules for how to play Farkle. Farkle is a dice game with six dice. The Game of Farkle. Farkle is a fun dice game. Farkle is also known by the names Zonk, Zilch, Greed, 5000, 10000, Wimpout!, and Hot Dice. All that you need to play Farkle is six dice, a paper and pencil to keep score, and at least two players. Occasionally, a player may score on all dice. This is called “hot dice;” the player has a choice to roll all of the dice again or bank her points and pass to the next player. Each player must write down the points that he scored in his turn and pass the dice to the next player. The dice are passed clockwise. Hot Dice game rules & strategies As we have already clarified, the main idea of online Hot Dice is to guess whether the sum total shown on the dice in the next round will be higher or lower than the sum total from the current round. FARKLE SCORING, VARIANTS, AND RULES SUMMARY Standard Scoring Traditional Alternative Scoring Options Custom Scoring 1 100 5 50 Three 1's 1000 300 Three 2's 200 Three 3's 300 Three 4's 400. Hot Dice Roll - A player who scores on all six dice must roll them all again at least once. Toxic Twos - Four or more 2’s thrown in a single roll.
Dice 10,000 (or Dix Mille, 6-Dice, 10,000 Dice, Ten Grand) is the name of a family dice game, it is very similar to farkle. It also goes by other names, including Zilch, Zilchers, Foo, Boxcar, Bogus, Zach’s Dice Game, and Crap Out.
Play[edit]
The game requires six standard dice and a pencil and paper for scoring. Each player puts up at least $5 or more in the pot, depending upon the Bet amount. Each player starts out 'off the table' with a score of zero. Players collect points during their turn, and either add those points to their cumulative score, or continue rolling with the risk of losing all points accumulated that turn if a scoring combination is not rolled.
To begin a turn, if the player is 'off the table,' they roll all six dice. If the roll scores any points, they may set aside each scoring dice or group of dice they want to claim points from, and either roll all remaining dice, hoping to score additional points, or take the points already accumulated this turn and pass play to the next player. Most versions of the game require a minimum score of 500 points in each turn to bank the score and pass; otherwise, the player must continue rolling. If the player rolls multiple scoring combinations, only one is required to be taken with each roll, all other dice may be rerolled if desired. If all six dice score points in one or more rolls of a single turn, the player rolls all six dice again and continues to score additional combinations, known as a sweep. If at any time a roll scores no points, the player forfeits all points scored that turn (commonly called 'zilch' or 'crapping out' or 'smoked it'), and play is passed to the next player. If a player gets zilch three turns in a row they may suffer a 500-point penalty or lose all their points previously accumulated, depending on the several rules used.
In order to get 'on the table,' a player must score at least 1000 points in a single turn (but not necessarily in one roll). Once a player is 'on the table,' they are on for the duration of the game. For a player who is 'on the table,' they may start a turn by either rolling all six dice as described above, or picking up the unused dice from the last player's turn. In this case, instead of starting this turn's scoring from zero, scoring starts from the score taken by the last player.
Example: Player 1 stops her turn with 1000 points, and opts to not roll her remaining two dice. Player has to have 1000 points & no more than 2 dice remaining. She adds 1000 to her score, and it is now Player 2's turn. Player 2 will pick up all six dice, and start his own scoring from zero.
Scoring[edit]
These are the base methods of scoring:
- Single fives are worth 50 points
- Single ones are worth 100 points
- Three of a kind are worth 100 points times the number rolled, except for three ones which are worth 1000 points
- If four, five, or six of a kind are rolled, each additional dice is worth as much again as the three of a kind score
- This makes the highest possible score in a single roll 4000 for six ones (1000 for three ones, after that player gains 1000 points for each additional one in that series of rolling.) The ONE is the only dice you ever count in the thousands.
- A straight from 1 to 6 is worth 1500 points. If a player fails to roll a straight they may make one attempt to complete the straight. If the desired number(s) does not turn up on the next roll that round is a 'crap out' even if there are scoring dice on the table i.e. 1's or 5's.
- Three pairs are worth 1500 points. For instance 2+2, 4+4, 5+5. This rule does not count if you roll a quadruple and a pair e.g. 2+2, 2+2, 6+6 unless stated otherwise (some places have their own house rules).
- If a player fails to roll a three pairs, they may make one attempt to complete the three of a kind. If the desired number(s) does not turn up on the next roll, that round is a 'crap out', even if there are scoring dice on the table; i.e. 1's or 5's.
Typically each roll scores separately, with dice scored at the time they are rolled, so that three or more of a kind must be rolled simultaneously, and dice from later rolls do not 'stack' for the higher score. In so-called progressive scoring, dice can form combinations with dice previously scored and set aside.
Example: Player 1 rolls all six dice, and chooses to score three fours for 400 points. She rolls the remaining three dice for a 2, 4, 5; the additional 4 does not multiply the previous three of a kind unless playing progressive, and she can only score 50 points for the lone 5. If she rolls two more 5's with the remaining dice, if not playing progressive they will only score 50 points each, and do not form a three of a kind with the other 5.
Dice Roll | Points |
---|---|
Straight 1- 6 | 1,500 |
Three Pairs | 1,500 |
3x6's | 600 |
4x6's | 1,200 |
5x6's | 1,800 |
6x6's | 2,400 |
unless rolled at one time then its automatic 10,000 | |
3x5's | 500 |
4x5's | 1,000 |
5x5's | 1,500 |
6x5's | 2,000 |
unless rolled at one time then its automatic 10,000 | |
3x4's | 400 |
4x4's | 800 |
5x4's | 1,200 |
6x4's | 1,600 |
unless rolled at one time then its automatic 10,000 | |
3x3's | 300 |
4x3's | 600 |
5x3's | 900 |
6x3's | 1,200 |
unless rolled at one time then its automatic 10,000 | |
3x2's | 200 |
4x2's | 400 |
5x2's | 600 |
6x2's | 800 |
unless rolled at one time then its automatic 10,000 | |
3x1's | 1,000 |
4x1's | 2,000 |
5x1's | 3,000 |
6x1's | 4,000 |
unless rolled at one time then its automatic 10,000 | |
If a player rolls all 6 of the same dice in 1 roll the game is automatically over no player gets a last roll. | |
Double Trips when 2 sets of 3 of a kind are hit. Scores are added together and doubled. |
Winning[edit]
The first player to score over 10,000 points temporarily becomes the winner, and each other player gets one more turn to top that player's score. Whoever ends with the highest score over 10,000 wins the game.
In one variation, players must score exactly 10,000 without going over. In the event that a player goes over, the score for that turn is lost. In this variation, if the 10,000 is hit, that player wins immediately without giving the other players a chance to roll. However, if the winner leaves at least one die then the next player may 'roll off the score'.
Related games[edit]
- Farkle (see article for more information on scoring variations and probabilities)