How To Play Dix Millie
Push your luck with six dice. Score, then decide — roll again for more, or bank before you bust. First to 10,000 wins.
The goal
Be first to reach 10,000 points. On your turn you roll dice, set aside the ones that score, and choose whether to keep rolling for more or bank what you've got. Get greedy and a scoreless roll — a Farkle — wipes everything you built that turn.
A turn, step by step
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Roll all six dice.
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Set aside at least one scoring die. In game, the cheat sheet lights up exactly what counts as you roll.
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Choose: roll the remaining dice for more, or bank to bank this turn's points into your score.
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No scoring dice on a roll? That's a Farkle — you lose this turn's points and play passes on.
Getting on the board
You can't bank until you've scored 500+ in a single turn. Until then, keep rolling to reach it. Once you're on the board, you can bank any amount.
Hot dice
Score with all six dice and you get hot dice: roll a fresh six and keep going, points carried. No limit — while every roll scores, the streak lives.
Scoring
| Single 1 | 100 | |
| Single 5 | 50 | |
| Three 1s | 1000 | |
| Three of a kind (face × 100) | 200 | |
| Four / five / six of a kind (×2 / ×3 / ×4 the triple) | 400 | |
| Straight (1-2-3-4-5-6) | 1500 | |
| Three pairs | 1500 |
Winning: the final round
The moment someone hits 10,000, everyone else gets one last turn to beat them. Highest score when the dust settles takes it — so a big final turn can steal the win.
One tip
The more dice you still have, the safer another roll is. With four or more left, busting is unlikely — push. Down to one or two, a Farkle is a real risk — banking is usually the smart call.

