How to play six-dice games: Farkle, 10,000, and Yacht variants

“Six-dice game” can describe several different rule systems. Some are push-your-luck games such as Farkle and 10,000. Others expand a Yacht or Yahtzee-style scorecard by adding one die, larger combinations, and higher possible totals. Before starting, identify which family of rules you are using.
Farkle and 10,000
Farkle is the best-known six-dice push-your-luck game. Players repeatedly set aside scoring dice and decide whether to bank their turn total or roll the remaining dice. A roll with no scoring dice is a bust, often called a Farkle, and erases the unbanked turn total.
- Single 1s and 5s usually score.
- Three of a kind and larger matching sets score.
- Special combinations may include a straight, three pairs, or two triplets.
- Scoring all six dice creates hot dice and lets you roll all six again.
- The target score is commonly 10,000.
See our complete Farkle rules and scoring table or move directly to Farkle 10,000 strategy.
Six-die Yacht-style games
A six-die scorecard game usually keeps the familiar “roll up to three times, then choose a category” structure. The extra die changes both the odds and the available combinations. Depending on the variant, you may score the best five dice or use all six.
Best-five scoring
You roll six dice but choose five for a traditional category. The extra die acts as flexibility: it can complete a straight, improve a full house, or be discarded from a high-scoring hand. This makes premium combinations more common than in standard five-dice play.
All-six scoring
Other variants add six-die categories such as Six of a Kind, three pairs, two triplets, or a full 1–2–3–4–5–6 straight. These games usually require a dedicated scorecard because standard category values no longer balance correctly.
How the extra die changes strategy
- Straights become easier: six dice provide more chances to cover sequential values.
- Full houses become flexible: an extra die can be ignored or used to build a larger combination.
- Matching sets become more valuable: four, five, and six of a kind appear more often.
- Choice overload increases: the highest immediate score may not protect the most valuable future category.
- Chance totals rise: if all six dice count, save Chance for a genuinely strong total.
Push-your-luck versus scorecard play
| Feature | Farkle / 10,000 | Six-die scorecard |
|---|---|---|
| Main decision | Bank or keep rolling | Which dice to hold and category to score |
| Turn length | Potentially unlimited until bank or bust | Usually no more than three rolls |
| Risk | Lose all unbanked turn points | Must place a weak score or zero |
| Game end | Reach a target such as 10,000 | Fill every scorecard category |
| Best skill | Risk management | Probability and score allocation |
Good house rules for a tabletop group
If your group wants to invent a six-die variant, define these items before play:
- Whether categories use all six dice or the best five
- The score for Six of a Kind
- Whether three pairs and two triplets have dedicated categories
- Whether a 1–2–3–4–5–6 straight has a fixed score
- How upper-section bonuses are calculated
- Whether extra matching sets earn repeat bonuses
Which six-dice game should you try?
- Choose Farkle for fast turns, table talk, and dramatic risk.
- Choose 10,000 when you want a longer race with the same push-your-luck foundation.
- Choose a best-five scorecard for familiar categories with more forgiving odds.
- Choose an all-six scorecard for new combinations and larger totals.