
The Vault
A Ten Thousand dice game: bank it or risk it
Crack the safe: roll six dice, set aside what scores, then bank it or push your luck. Play the regulars, or the daily safe where everyone gets the same dice. Free.

A Ten Thousand dice game: bank it or risk it
Crack the safe: roll six dice, set aside what scores, then bank it or push your luck. Play the regulars, or the daily safe where everyone gets the same dice. Free.
The Vault is our version of Ten Thousand, also called 10,000: the classic push-your-luck dice game. On your turn you roll six dice and set aside the ones that score. Then you decide. Bank your points and they are safe, or roll the dice you have left and chase more. If a roll scores nothing, you bust and lose everything you built up that turn. First to 10,000 wins.
Six dice and something to keep score. Two or more players take turns in order. The target is 10,000 points. For a quicker game, play to 5,000.
There is no minimum score to bank. Your first turn can be a single 5.
Score all six dice in one turn, across any number of rolls, and you have hot dice: all six go back in the cup and you keep rolling with everything you have built up so far.
| Face | Three | Four | Five | Six |
|---|---|---|---|---|
| 1s | 1,000 | 2,000 | 4,000 | 8,000 |
| 2s | 200 | 400 | 800 | 1,600 |
| 3s | 300 | 600 | 1,200 | 2,400 |
| 4s | 400 | 800 | 1,600 | 3,200 |
| 5s | 500 | 1,000 | 2,000 | 4,000 |
| 6s | 600 | 1,200 | 2,400 | 4,800 |
Scoring dice combine in one set-aside: 1, 1, 5 is 250, and 3, 3, 3, 1 is 400. You can also set aside only part of what scores, and keep more dice in the cup.
When a player's banked total passes the target, everyone else gets one more turn. The highest total at the end wins.
The chance that a roll scores nothing depends on how many dice you roll. That is the whole game.
| Dice rolled | Chance of a bust |
|---|---|
| 6 | about 2 percent |
| 5 | about 8 percent |
| 4 | about 16 percent |
| 3 | about 28 percent |
| 2 | about 44 percent |
| 1 | about 67 percent |
Our table is a steel safe. Every die you set aside turns a tumbler on the dial. Bank it and the door swings shut on your points. Bust and the red alarm lamp lights and the bells ring, and that is all: no sirens, no police and nothing staked, only brass keys on your keyring.
Solo, you crack the safe against the Locksmith's regulars, each with a style. Clem banks at 300. Rook rolls on with three dice or more, whatever the risk. Aunt Vera chases when she is behind. The Locksmith banks on the odds, leans into risk when he is behind, and always rolls hot dice again. On sharp, the regulars play the end game too: they know exactly what they need to catch the leader.
The daily Vault is ten turns on the same dice for everyone that day. Bank as much as you can; the highest total wins. One scored run a day, and practice as much as you like.
With friends, phones are the hands: shake to roll, drag scoring dice onto the safe, pull the handle to bank. The TV shows the safe, the dial, the alarm lamp and everyone's banked total. Free to play, no app.
The Vault is free, solo or with friends, and there is no app to download. Put your email in the box and we will send one email the day it opens, and nothing else unless you tick the box.
The other Classics, coming soon, and the party games you can play today.
Roll six dice, set aside the scoring ones, then bank the points or roll the rest. A roll with nothing to score loses the turn's points. First to 10,000 wins.
When all six dice have scored in one turn, you pick them all up and roll all six again, keeping your points so far.
Not in our game. Some house rules want 300 or 500 on the first turn. We do not.
A straight from 1 to 6 is worth 1,500 points, and three pairs are worth 750.
Ten Thousand is a folk game with many names. Ours is set at a safe in the Locksmith's back room: you crack the vault by reaching 10,000.
Yes, and there is no app to download. It opens soon: put your email in the box on this page and we will tell you the day it does.