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Ten Thousand Dice

The Software contains the rules.

Farkle (a variant)

General
The object is to score points by rolling combinations of dice, until one player scores over the 'game' score. There is, however, a bit of strategy and luck about how far you should press your luck.

Rules
Each player starts his turn by rolling all six dice. From this roll, any/all of the scoring possibilities my be 'held', and the remainder rolled again. If all six of the dice become 'held', then all six may be rolled. This continues until the player decides to keep the points gathered so far and pass the dice to the next player, or until no scoring combinations are rolled (ie. Farkle). Any points for that turn when a player decides to stop rolling are added to the score. Any points for that turn when a player farkles, however, are lost.

The only caveat is that a player cannot pass the dice until he has at least 500 pts.

Play
Choose the persona of each of the four players, by using the 'Players' choice under the preferences menu. The choices are (left to right): human, normal computer, cautious computer, risky computer, loopy computer, and none. The 'game' score can be set between 5000/10000 pts. as well, under the preferences menu. The default is 10000. Finally, you may choose the game speed, ranging from 'Blinding' to 'Slow'. The default is 'Speedy'.

To start the game, choose 'New Game' from the file menu. A dialog appears with the first roll of the dice. Click on the dice you wish to keep. If you change your mind, simply click again. The game will not allow you to keep 'non-score' dice, so don't worry. Alternatively, you can click the blank die in the centre, which toggles the 'held' status of all of the rolled dice.

To risk the points gained this turn, click the 'Roll' button. This 'holds' the choosen dice, and rolls the remainder. If you wish to pass the dice to the next player, click the 'Next' button. Remember to still select the dice you wish to keep from the current roll, or you will pass the dice without adding them to your score. (It will beep to let you know you just threw away a score!)

When a player finally does go over the 'game' score and passes the dice to the next player, each of the other players gets a final chance to beat that score (or whichever one is currently the highest). Thus the first one done does not necessarily win, and you must judge how far over the 'game' score is safe to stop at. You will not be allowed to pass the dice once someone has gone out, as it becomes all-or-nothing.

The 'Done' button is used to end the game, not your turn. That is what the 'Next' button is for.

Easiest way, to get the hang of this, is to just go in and mess around.

Scoring
Combination Example Score:
Six of a Kind (1 1 1 1 1 1) 4000 pts.
Straight (1 2 3 4 5 6) 2000 pts.
3 Pair (1 1 2 2 3 3) 2000 pts.
Three Aces (1 1 1 2 3 4) 1000 pts.
Three of a kind (2 2 2 3 4 6) (100*value) pts.
Single Ace (1 2 2 3 4 6) 100 pts.
Single Five (5 2 2 3 4 6) 50 pts.

All dice in a roll can be scored. Thus, a roll of (1 4 2 4 4 5) would score:
100 (ace)
400 (three fours)
+50 (five)
----
550 pts.

Of course, you could keep the ace, or the five, or the three fours, or any combination. But you must keep something to be able to roll again.

A roll of (1 5 1 5 5 1) would score:
1000 (three aces)
+500 (three fives)
------
1500 pts.

and you would be able to roll all of the dice again.

Computer Opponents
- Normal
Run of the mill, normal thinking. Not too cautious, not too risky.
- Cautious
More likely than 'Normal' to take low point totals and try to slowly outpace you. Does not panic too easily when down by a great deal, and does not attemp to push his luck when in the lead. Also will throw away a set of three twos in favour of a single one or five.
- Risky
Goes for the big points, trying to leave all others in his dust. Quickly panics when other players gain even the smallest of leads, thus wanting even bigger rolls to catch up quickly. If he does get in the lead, this opponent will start to look for even bigger points, hoping to get a quick kill.
- Loopy
One turn he's cautious, the next he keeps rolling with 6000 points on the board. The dark horse, he wins more often than he should.

Chris Kartheiser

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