Date: Mon, 30 Dec 1996 19:03:00 -0500
From: Rena Whitehouse (email@example.com)
Maybe you can help me. I'm in search of the rules to a game that I used to play with my father about 10 years ago. It's a dice game called 10,000 (or Ten Thousand). Players rolled 5 or 6 dice and received points according to your roll and played until someone reached 10,000 points. I've had no success checking dice game books, etc.
Date: Tue, 04 Mar 1997 13:44:12 -0500
From: Charles Weckwerth (firstname.lastname@example.org)
Subject: Ms. Rena Whitehouse question.(a dice game called 10,000).
Dear Editor, I just happened to browse through your site and was amazed to see the first letter of your "STUMP THE NET"! I am the creator of 10,000, a dice game and have two copyrights to said intellectual property. The game is officially called "SNAP", a diversion! It incorporates six beautiful 'electric' sky blue dice, the official rules in English and Spanish (soon to be in many other languages) and a sturdy plastic box that is the size of a PACK OF MARLBORO'S. If you would like more info, contact me at email@example.com. Thank you, I am Charles J. Weckwerth/Pres./Diversions Unlimited
But, as usual, the near encyclopedic brain of Michael Keller contains the real skinny on this popular dice game. - ken
Date: Wed, 12 Feb 1997 12:57:35 -0500 (EST)
Subject: Re: Stump the Net -- Ten Thousand
The French dice game called Dix Mille (Ten Thousand), is so named because 10,000 points is the goal of play (in the English- speaking world this has usually become Five Thousand, or occasionally Zilch or other names). At least in English, this is a folk game, spreading mostly by word of mouth, with many slight variations. In looking in over a dozen sources, I could find only a few printed accounts : Gil Jacobs' "World's Best Dice Games" (Hansen, 1981, pages 73-82), Peter Arnold's "The Book of Games" (Exeter, 1985, pages 79-80), Merilyn Simonds Mohr's "The Games Treasury" (Chapters, 1993, pages 103-104 as "Farkle"), and an article, "Spots Before the Ice", in Games & Puzzles 54 (November 1976, pp.14-15).
Five Thousand or Ten Thousand is an extremely popular game in commercial adaptations; the most popular of these is Cosmic Wimpout (1984, Cosmic Wimpout), unusual in that it uses only five dice instead of six. A search on "Cosmic Wimpout" will turn up a couple of web pages, and there is a Usenet newsgroup alt.games.cosmic-wimpout. Sid Sackson's 1969 edition of "A Gamut of Games" lists a commercial version of Five Thousand by Parker Brothers being in print at that time. Before and since Cosmic Wimpout (1984), there have been quite a few other commercial versions : $Greed (1980, currently published by Avalon Hill), Zilch (1980, Twinson), Bupkis (1981, Milco), Fill or Bust (1981, Bowman, currently available in Germany as Volle Lotte), High Rollers (1992, El Rancho Escondido Ents.), Six Cubes (1994, Fun and Games), and Gold Train (Strunk, 1995). Some of these games are gimmicked up in various ways, such as using wild cards or giving bonuses or penalties for reaching various totals.
Here is a very brief description of the most basic form of the game: Players in turn roll six dice, trying to throw ones (worth 100 points each), fives (worth 50 points each), and/or threes of a kind (worth 100 times the number rolled, 2-2-2 = 200, etc., except that 1-1-1 = 1000). A throw of 1-2-3-4-5-6 is a special throw worth 1500 points. A player, after scoring points, may either stop and add all of the points from that turn to her permanent score, or throw again using any unused dice, trying to score additional points. A throw with no scoring combinations ends the player's turn with nothing added to his permanent score. If a player scores points with all of the remaining dice, he may stop, or continue again throwing all six dice again. The first player to reach 5000 points (or 10,000 in some versions) wins. Look in any of the sources listed above for more details and variations (most libraries should carry one or more of these books).
World Game Review
1747 Little Creek Drive
Date: Sat, 01 Feb 1997 09:21:55 -0800
From: Keith Ammann - Geenius at Wrok (firstname.lastname@example.org)
Subject: Mystery dice game
Yep, I know that game -- my wife and I play it all the time. It's called 10,000 (how original), Farkle or Keepers. Actually, 10,000 and Farkle are a little different from Keepers -- the former two use six dice, while the latter, an Australian tavern variant, uses five.
Rules for Farkle/10,000 are available in "The Games Treasury" by Merilyn Simonds Mohr (Chapters, $19.95), while a Keepers set can be ordered from Avid Press in New Paltz, N.Y. (I can't find the address, but the ZIP code is 12561) for about $8; the Avid version can also be found in Museum Company mall stores. Alternately, I can try to explain the game myself via E-mail.
BTW, if you like 10,000, you'll probably also like Milton-Bradley's Pass the Pigs.
Date: Tue, 18 Feb 1997 23:26:46 -0800
Subject: The dice game 10,000
My favorite elementary school teacher taught me a game called "Blewit!" that I think is similar to your 10,000. It is very much like "Cosmic Wimpout" but with a couple differences. There are six dice rather than five and you have much more freedom to keep your points during your turn. The exception to this is at the very beeginning of the game. Here are the rules as I learned them:
The game can accommodate as many players as desired. Determine who gets the dice first by rolling a single die. The first player then shootss all six dice. All dice that count for score are removed and the player shoots the remaining dice again until 500 points are accumulated. After reaching 500, the player is said to be "in the game." Once a player is in the game, he/she may keep the points accumulated on that turn at any time and pass the dice. If on any roll during the turn no additional dice can be counted for points, the player loses all points from that turn only and the dice are passed. Play passes to the left. The first player to reach 10,000 wins. I don't recall if "last licks" a la "C.W." came into play at the end.
Scoring: Every 5 rolled counts 50 points. Every 1 counts 100. If a triple (three of a kind) is hit on a single roll, it scores 200 points for 2's, 300 for 3's, 400 for 4's, 500 for 5's and 1000 for 1's. A triple can be made any time during a players turn so long as three or more dice are still in play, not necessarily on the first roll. Obviously, triples come in very handy when trying to reach the first 500 to get into the game. Remember if three 1's or 5's appear on different rolls during the course of a turn, they are not counted as a triple but as 100 or 50 points each. When fewer than three dice are left, only 1's and 5's are good, but there is an incentive to keep rolling. If a player can make all six dice count, all accumulated points are immediately added to his/her score and the turn continues with a fresh roll of all six dice risk-free. In addition, there are three "big scores" that can be made only on an initial roll as all six dice are needed. Three-pair is worth 1500 points. A straight counts 3000 points. Six of a kind on one roll scores 10,000 resulting in an instant win! I never got one.
Hope you could follow that all right. Feel free to drop me a note if anything was unclear.
Thanks. Love the zine! Catch it every month!
Date: Wed, 05 Feb 1997 09:57:46 +0000
From: David Farquhar (email@example.com)
Subject: RE: Game of 10,000 - stump the net -Reply
Parker Brothers published a version of this as the Game of Five Thousand way back in 1963.
As I was typing this out, memories were flooding back.
Date: Mon, 10 Mar 1997 22:08:30 -0500
From: Dany Gagnon (DanyG@levalet.com)
Organization: Le Valet d'Coeur
Subject: Stump the Net - January 1997
The game 10,000 is a fairly popular one. I have come across some variants of this simple game like Cosmic Wimpout. Unfortunately I do not have a game on hand so I will try to be as clear as possible:
Any number can play. The first player throws the dice and his score is added as he goes along. A player can stop at any time except after a three of a kind and mark his total or keep on playing as long as he throws a combination. If he fails to do so, he forfeits all the points for this round. A player must reach 10,000 exactly. Some variants include that a player must have a minimum of 400 points accumulated on the last round.
|3 of a kind||x100 pts (e.g. 3 of two = 200 pts but 3 of 1 = 1000 pts)|
The Game Cabinet - firstname.lastname@example.org - Ken Tidwell