Dice 10000

Ten thousand is a free dice game that is played with five or six dice. The game is known in several variants and under different names. In literature, media and commercial products, it is also called Macke, Macke Berlin, Full Lotte, Tutto, zilch, Farkle or Michel has said ... called. Under the name " Chicago " is the game for Mac OS X Shareware and Windows as freeware.

Here the simplest rules will be displayed with five dice. Depending on the desired rules can be added taken from " More generally variants " to complement the simple rules or rules to replace from this.

Simple rules

Ten thousand is played with at least two players. The players alternate with each other with the dice. Counted ones and fives, with the one corresponding to 100 points and the five 50 points. It is so often thrown until the player declares his round for terminated or he has not thrown one or five more. The player must place at least a one or a five on each roll to the side. Did he take all the dice from the dice cup and wants to roll the dice, he may recover all put into the bowl ( its themes are included, further calculations ). This he can do until he has thrown no one or five ( in this case he loses all erwürfelten in this round points) or his round declared ended ( in the round erwürfelte points will be credited to him ). Points are recorded and added. The winner is the one who first reaches at least 10,000 points.

Furthermore, counted three and four Pasche Pasche as points, but this must be proved by a one or a five.

Example:

  • A player rolls three times the five, a three and a six. The three fives are counted to 500 points, he must prove this by means of another litter.

Points are considered proved if the player has thrown an additional one or a five. On a Pasch can follow, for example when all the cubes had to be put into the cup again another Pasch. Each Pasch must be proved. If the Pasch not proven, all points are lost. If a player erwürfelt more than ten thousand points, so it's the other players still possible to overtake them, provided they were in the turn and not turn in front of him. In this case, each subsequent player may roll again.

Points Table

Green colored boxes form the points of simple rules, all the other points listed above are expanded rules from the "More generally variants ".

Probability exactly equal numbers to roll the dice with dice: .

More generally variants

Ten thousand reverse is another variant of this game of chance. This is in turn rolled with the five (sometimes also six) dice and each player takes all fives and ones out and thereby leaves his successor less dice. Who was the first in the round is not a one or five or some other combination ( see table above) erwürfelt, the booklet for eyes number gets recorded as negative points. In this variant Pasche do not have to be confirmed and additional points include: small or large road (1,2,3,4,5 or 2,3,4,5,6 ) = 1000 points; three pairs = 1500 points. Who first reached 10,000, has is the loser.

Street: with a throw 1,2,3,4,5,6 equal to 1000 or 1250 points.

Full House ( 5 dice ): Played with five dice and dice the player 3gleiche and two of the same: for example, 3,3,3 and 1,1- or 2,2 5,5,5 and so on as this gets the corresponding points "as if" this would have two times three equal diced. In the above examples, these are: 3,3,3 1,1 and = (triple three =) 300 (in triplicate one) 1000 = 1300 points or 5,5,5 - and = 2,2 (in triplicate = five ) 500 ( three times two) 200 = 700 points, etc.

Cons: if a player on the first throw no useful points ( no one, no 5, no Pasch / road ), be it written in 1000 minus points.

Nix: (the opposite of minus) rolls a player in his first throw does not score, he gets 1000 points, but may not continue to roll the dice.

Knock: the dice are one above the other ( house / tower built ) or is a cube diagonally (burning ), the player may either (instead of the litter ) shall be repeated once knock on / against the table / cut down. Thereafter, if not all the cubes next to each other on the table, the throw must be repeated. Description: Who is knocking must not be repeated when the knocking was unsuccessful the throw. Other variant: A Repeat of the litter at construction or burning is not possible. It may be tapped only once instead.

Construction (or turrets ): is when the dice come to rest on each other, then the union must be repeated. The same applies to " burn" if a die is oblique somewhere on the edge or has fallen off the table. Build a player with three throws consecutively houses or let it burn, he must expose and loses all in the passage points scored.

Help / Delete: built a house ( dice lie on one another ) or "burns " a cube ( located diagonally ), the player may not knock yourself. But it must wait if another player doing this for him. Were example three ones thrown ( = 1000 points) and one of the ones Cube "burns " the player must hope that he is sympathetic to the players and knock for him. If none of the players willing to knock, the throw must be repeated.

Double: be thrown on Pasch more than three of the same eyes, the Pasch doubled with each additional cubes: 222 = 200, 2222 = 200 * 2 = 400, 1111 = 2000, since 111 yes = 1000 66666 = (600 * 2 ) * 2 = 2400. foursome The results from the table above are then omitted.

Complete: ( doubling over several litters ) If a player rolls a triple - doubles and the next roll is a matching number, then the points of the three - Paschs doubled. Example: 1 Roll: 3,3,3 = 300 points in the second litter is still rolled a 3 to: 3,3,3 3 = 300 points x 2 = 600 points. This goes well with other matching numbers: 5,5,5 = 500 5 5 5 x 2 = 1000 x 2 = 2000 x 2 = 4000

Confirm: are on a roll all six dice recyclable (also for example in the street or a combination such as 1,1,3,3,3,5 = 550), the throw must be confirmed by another, in which at least 50 points be achieved. The above " evidence" then disappears altogether.

Increase: as long as each player must roll the die until he has more points than the previous player in his last passage, or until he has to stop because he has no usable eyes.

Turn five: are in a litter, inter alia, two fives (5.5 = 100), as may, but need not, these to a one (1 = 100) are converted, which results in that the player with a possible subsequent throw a dice has more to lose no points, which increases the possibility of Pasches. On a roll, all remaining cubes in the rating has (for example, 3,3,3,1,5,5 = 500), but this does not make sense, since you would have to continue playing with a single cube, where you can but without could go on rotation with all six dice.

3x2: a player rolls three doubles Paschs in a litter, he gets 1000 points and must continue dice: 2,2,4,4,6,6

Pyramid: a player rolls a number pyramid (for example, 1,2,2,3,3,3 ) in a litter, he will receive 1000 points.

Aggravated: Pasche need not be proved. To this must be at least 350 points to be credited and a maximum of two cubes in counting remain, otherwise must be rolled until both conditions are met.

Apply: If a player wishes not to venture further and writes its result on the next player can take his points / cube. Example: Player 1 rolls 3x5 = 500 points and a two and a four, then player 2 receives two and take four and roll again. If he rolls with this a one or a five, he has accordingly 600 or 550 points. If you throw anything, he has lost everything. This is very interesting with high results of the predecessor.

Boomerang: This variation changes the gameplay in both the length of the game as well as in the Strategy. Players need to come to 10000 points or more first. From then on, played "backwards", then who comes first below zero is the winner.

Six of a Kind: If a player rolls all six dice the same number, so he immediately won unconditionally. This happens, however, statistically very rare.

3 × dice: It is generally behind jumbled only three times. Each time the dice are counted for points to be taken out.

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