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Dice 10k

Dice 10k is a strategic, high-stakes 1v1 dice-rolling game where risk management, mathematical calculation, and nerves of steel decide the winner. Players take turns rolling six 6-sided dice (6d) to score points, aiming to be the first to land on exactly 10,000 points.

1. The Five Core Concepts

2. Scoring Combinations

Only specific dice rolls yield points. Any dice that do not match the scoring combinations below are considered "non-scoring dice."

Single Dice Values

1 = 100 points
5 = 50 points

Three-of-a-Kind

Set of 3 identical dice rolled in a single throw.

3 × 1 = 700
3 × 2 = 200
3 × 3 = 300
3 × 4 = 400
3 × 5 = 500
3 × 6 = 600

Multipliers for Larger Sets (N-of-a-Kind)

If you roll more than 3 of the same number in a single throw, the score doubles for each additional matching die:

Special Configurations

Only valid when throwing all 6 dice at once.

3. Gameplay Loop & Rules of the Turn

Start of Turn — the player begins with a full Player's Hand of 6 dice.

The First Throw — the player throws all 6 dice.

Selecting Dice & Tactical Sub-selection

Example — a player throws [1, 1, 2, 4, 4, 5]:

  • They could select both 1s and the 5 for 250 points, leaving them with 3 dice to throw.
  • Alternatively, because a score ending in 50 forces them to throw again, they can strategically select only the two 1s (200 points). This keeps their Turn Score ending in a multiple of 100 and leaves them with 4 active dice instead of 3, lowering their risk of busting on the next throw.

Subsequent Throws

The Bust Penalties

If a player rolls their active dice and none of the rolled dice score:

Player's Hand (Hot Hand Bonus)

If all 6 dice successfully score (either all in one throw, or accumulated over multiple throws during the turn), the player has completed a Player's Hand. Bonus points are awarded:

Forced Re-roll — after achieving a Player's Hand, the player is forced to pick up all 6 dice and throw them again. Their accumulated Turn Score (plus bonuses) remains intact, but they face the risk of a "Severe Bust" on the next 6d throw!

4. Ending a Turn & Registering (Banking)

A player can choose to end their turn and transfer their Turn Score to their permanent Player Score only if they meet the following conditions:

The Registry Minimums

The Base-100 Constraint

The Exact-10k Win Condition & Overshoot Choice

A player wins only when banking brings their permanent score to exactly 10,000. A bank that would push the permanent score above 10,000 (an "overshoot") is not a win. How it resolves depends on where the permanent score stands: