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Farkle vs. 10,000 vs. Zilch

Farkle, 10,000, Zilch, and Greed often describe close relatives rather than completely separate games. The name tells you less than the rule sheet.

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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.

NameOften emphasizesVerify before play
FarklePress-your-luck turn structureSpecial combinations
10,000Race to the target scoreOpening minimum
ZilchLosing a turn on a non-scoring rollPenalty rules
GreedBank-or-risk decisionsCombination 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.