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Dix Millie

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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.

Objective

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 Bananas! — wipes everything you built that turn.

How To Play Dix Millie

Dix Millie is also known as 10,000, Chicago, Cosmic Wimpout, Greed, Hot Dice, Squelch, Ten Thousand, Volle Lotte, Zilch, and Zonk.

A turn, step by step

  1. Roll all six dice.

  2. Set aside at least one scoring die. In game, the cheat sheet lights up exactly what counts as you roll.

  3. Choose: roll the remaining dice for more, or bank to bank this turn's points into your score.

  4. No scoring dice on a roll? That's a Bananas! — 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.

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 "Bananas!" is a real risk — banking is usually the smart call.

Scoring

2s, 3s, 4s and 6s only score in threes or better — a lone 2 is worth nothing. Straight and three pairs each use all six dice.

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

Odds

Dix Mille is a race to 10,000 built entirely on one nervous question: roll again, or bank what you have? Here's what the dice are actually doing behind that choice — every number below is exact, counted over all the ways the dice can land.

The one number that runs the game

A turn ends in a Bananas! — a roll that scores nothing, wiping everything you'd set aside — the instant your fresh dice show no 1, no 5, and no three-of-a-kind. How likely that is depends entirely on how many dice you're rolling, and that's the whole tension of the game: the fewer dice left in your hand, the more likely the next throw wipes you out.

6 dice2.3%
5 dice7.7%
4 dice15.7%
3 dice27.8%
2 dice44.4%
1 die66.7%

Chance the next roll is a Bananas!, by dice remaining.

Rolling all six, you bust only 2.3% of the time — about 1 turn in 43. Down to a single die, it's two rolls in three: you're hunting for just a 1 or a 5 (any other face is nothing), and four of the six faces fail you. That cliff — from safe to coin-flip to near-suicidal in four dice — is the entire risk curve of the game.

What a roll is worth

More dice also means more points. Here's the exact expected haul from a single roll, and how the risk-vs-reward math tips over as your hand shrinks:

Dice Bust chance Avg points Break-even
6 2.3% 414 17,872
5 7.7% 225 2,921
4 15.7% 144 912
3 27.8% 87 312
2 44.4% 50 113
1 66.7% 25 38

Break-even = the turn total at which risking a roll of that many dice stops paying off, on average.

Read the last column as your walk-away line. With four or more dice still to throw, the break-even sits so high (900+, and effectively unreachable at five or six) that rolling is almost always correct — the bust risk is low and the upside is large. The decision only gets real at three dice: once you're sitting on more than about 300 points with three dice left, banking beats pushing. With one or two dice, you're deep in bank-it territory unless you're desperate.

The golden rule

Almost always re-roll a big hand; think hard at three dice; bank at one or two. The math behind every AI opponent is exactly this table — it pushes when the break-even is above its turn total and banks when it isn't.

The rare and the spectacular

On an opening throw of all six dice, the memorable outcomes land like this:

8.3%Hot dice — all six score, roll again fresh
1 in 21Three pairs (1,500)
1 in 65Straight 1-2-3-4-5-6 (1,500)
1 in 43Instant bust on six dice
1 in 7,776Six of a kind — the jackpot roll
414Average points from one six-dice roll

Six of a kind is the white whale: six 1s score a colossal 8,000 (the triple-1000 base, quadrupled), and even six 2s are worth 800. You'll see one about once every 7,776 opening rolls — genuinely rare, which is exactly why it feels like a bolt of lightning when it hits.

How long a game runs

Playing a sensible push-and-bank strategy, reaching 10,000 takes on the order of 21 to 22 turns, banking around 466 points a turn on average. Individual games swing widely — a lucky run of hot dice can get there in a handful of turns, while a cold streak can drag past 50 — but that's the rhythm to expect, and the entry rule (you must bank 500 in a single turn to get on the board) means your very first scoring turn is often your boldest.

Every figure here is computed by exact enumeration over all 6n ways the dice can fall — not estimated — using the game's own scoring code. Pacing figures come from 20,000 simulated solo games.

Contact

Feel free to contact us with any bugs, complaints, or requests.

Release Date
August 21, 2026

History

Dix Mille (French for “ten thousand”) is a dice game in which players roll six dice, set aside scoring combinations, and decide whether to continue rolling or risk losing their points for the turn. The game's name comes from the common goal of reaching 10,000 points.

Its precise origins are uncertain. Dix Mille is particularly associated with French-speaking regions and has been passed down largely as a folk game, with rules varying considerably from one family or region to another. Like many traditional dice games, it likely developed from older European dice-playing traditions rather than having a single identifiable inventor or date of origin.

The game became especially well suited to casual family and social play because it requires little equipment—just six dice—and combines simple arithmetic with a strong element of risk and luck. Different versions award points for combinations such as three-of-a-kind, straights, and sets of ones or fives, with players choosing between banking their score or continuing to roll.

Today, Dix Mille remains a popular traditional dice game and is also known under various names and rule sets.

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