The shared shape of the game
Players roll six dice, set aside scoring dice, and decide whether to bank the turn or risk the unbanked points. A roll with no scoring dice ends the turn and loses its temporary total. Scoring all six usually earns a fresh roll.
Where versions split
The target is commonly 10,000 points, which explains one of the game's names. Opening minimums vary. So do straights, three pairs, four of a kind, and the final response round. Some tables also allow a player to take over unbanked dice from the previous turn.
| Name | Often emphasizes | Verify before play |
|---|---|---|
| Farkle | Press-your-luck turn structure | Special combinations |
| 10,000 | Race to the target score | Opening minimum |
| Zilch | Losing a turn on a non-scoring roll | Penalty rules |
| Greed | Bank-or-risk decisions | Combination values |
Do not search for a universal referee
These games traveled through families, camps, clubs, and commercial editions. Variation is part of the history. Pick a version, write down the disputed combinations, and use the same rules for everyone at the table.
For one clear starting point, use the Roll or Bust rules guide, then adjust only the house rules your group actually wants.