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

A set of dice for six-dice games

“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

FeatureFarkle / 10,000Six-die scorecard
Main decisionBank or keep rollingWhich dice to hold and category to score
Turn lengthPotentially unlimited until bank or bustUsually no more than three rolls
RiskLose all unbanked turn pointsMust place a weak score or zero
Game endReach a target such as 10,000Fill every scorecard category
Best skillRisk managementProbability 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:

  1. Whether categories use all six dice or the best five
  2. The score for Six of a Kind
  3. Whether three pairs and two triplets have dedicated categories
  4. Whether a 1–2–3–4–5–6 straight has a fixed score
  5. How upper-section bonuses are calculated
  6. 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.