How to Play Ten Thousand
Ten Thousand is the folk dice game of pushing your luck, played under many names (Zilch, Greed, Dix Mille). Six dice, and the only decision that matters: roll again, or bank?
Scoring
| Dice | Points |
|---|---|
| Each 1 | 100 |
| Each 5 | 50 |
| Three of a kind | face × 100 (1-1-1 = 1000) |
| Four, five, six of a kind | double for each extra die |
| 1-2-3-4-5-6 | 1500 |
| Three pairs | 1500 |
Combinations must come from a single roll.
A turn
- Roll all six dice.
- Set aside at least one scoring die or set. Every die you set aside must score.
- Roll the remaining dice for more, or bank the turn's points.
- If a roll shows nothing you can set aside, you bust: the turn ends and its points are lost.
- If all six dice are set aside, you roll all six again (hot dice) and keep adding.
Winning
The first to 10,000 points triggers the last round: the other player gets one more turn. Higher score wins.
Playing on kawu
Tap dice to set them aside, then Roll or Bank. The buttons show how many dice you'd roll and how much you'd bank. Hint suggests the dice and the choice.
Next, read the Ten Thousand strategy.
Frequently asked questions
Do I have to set aside every scoring die?
No. You must set aside at least one scoring die, but you may leave a 5 or a 1 on the table to roll again with more dice.
Can a three of a kind be built over two rolls?
No. Combinations count only within one roll. Two 3s set aside and a third 3 rolled later score nothing.
Is there a minimum to get on the board?
Not on kawu. Some tables require 500 or 1000 points in a single turn before your first bank; we play without it.
Last updated 2026-10-20