10000 Dice Game Rules

Does the name sound strange to you or you just want to know more about this game? The 10000 dice game is a little variation of games that could be played with the dice, unlike the games that require it like ludo, monopoly and so on. The dice is the main and only object involved in the plays of this game.

It possesses different names such as 6-dice, ten grand, Dixie, Zilch, and Boxcar. Notwithstanding the different identities, the characteristics are the same, do not be jilted by this extra information.

The recreational game can be played by people of all ages, all that is needed is six dice and a set of lucky participants. Bear in mind that certain rules are to be followed to receive a good score most likely a win. It may be complicated, but assuredly the scoring rules are broken down for you to understand and have fun time with family or friends.

Objective of the 1000 Dice Game

The aim of the game is to score a total of 1000 points, all obtained by the rolling combination of six dice. A correct combination has its own corresponding score. The most of these combinations you can make per roll, depending on the score, the most likely to earn a victory.

Number of players

The more the merrier principle applies here, from a one-on-one situation till a multiplayer of three or more. It is limitless but it is highly unfeasible to have that many a player, to avoid dragging the game for too long. Thus, the optimal maximum limit is ten players at best, per game.

Equipment for the game

The main requirement for this game will be dice numbering up to six, a shaker is optional. To keep track of scores, a scoreboard will be required, especially with the rolling combinations, the math involved could be game straining on the mind. To avoid mathematical errors, this is a must have for the smooth running of the game.

Setting up of the game

A flat surface such as a table is most preferred for the plays to be made upon. It provides adequate room for participants plus the rolling of the dice is made easier on a platform.

Rules/How the game is played

The first turn of the game will require a roll of the six dice. The scoring combination determines the points that will be gotten. The player then will have two choices, either he records the score and passes the dice to the next player, or he rolls the dice again.

There is a condition attached for this re-roll; a die must be set aside for every reroll till one die is left. However, if on attempting this move and the right scoring combination is not made, the points made in that turn becomes zero. These are the scoring combinations, they include;

Single one’-hundred points.

Single fives’-Fifty points.

Three of a kind-hundred points multiplied by the face number; except one. Two sets of this will attract a double score.

Three of one’s’- one thousand points.

Four of a kind-two hundred points multiplied by the number; no exceptions.

Five of a kind- four hundred points multiplied by the number.

Six of a kind- eight hundred multiplied by the number.

Straight- one thousand and five hundred points (1, 2,3,4,5,6).

Three pairs- one thousand and five hundred points (2’2, 3’3, 4’4, 5’5 and 6’6); getting any three of those combinations, gets you the score.

An exact score of 1000 points must be gotten, else the points for that turn is nullified.

However there are additional rules that may be adopted in order to make the game more intriguing and more exciting than it already is;

Alternative Rules

No player may record his score until he earns 500 points in a turn. After this, subsequent points may be counted.

When a player throws and gets no score on the first roll for three successive turns, he is penalized 1000 points. This will earn a -1000 points on his record, setting a player back, this will prove an interesting turn of events for the game.

One player may take the dice from another’s zero throw, for which he lost all the points for his entire turn, and roll them. If the second player scores, he also takes the points from the first player’s whole turn. Pretty cool if you ask me.

When five dice have already been removed after scoring, the player can roll the sixth one twice, with the objective of scoring a one or a five. If he succeeds, he wins 500 points and is permitted to keep playing with all six dice. The bonus points increase by 500 each time a player successfully rolls the last die this way.

If a player rolls four or more twos, his entire score is wiped out. This is a big stunner.

When a player rolls six of a kind on one throw, he wins the game. Awesome if you ask me.

If you feel up to it, combining these with the main rules will surely bring another edge of fun to the game; it is up to you.

Winning the game

Whoever gets to reach the target score first, is the winner of the game. A player must be focused on hitting the right scoring combinations. Since the game is affected by probability, the non-use of a shaker will bestow a little sense of control to the player and also one must be careful with the number of rerolls taken, though it helps in a more speedy victory, a wrong combination would reduce previous points and effort to nothing for that turn. Such a setback must be avoided at all cost.