Zilch
It’s a push-your-luck dice game—roll big, bank points, and hope you don’t zilch out.
It’s a push-your-luck dice game—roll big, bank points, and hope you don’t zilch out.
2+
6 standard dice
Paper & pencil (for scores)
Be the first player to reach the agreed target score (usually 10,000 points).
Starting a Turn
Roll all 6 dice.
After each roll, set aside any scoring dice or combos that you choose.
On your first go, you must bank a minimum of 500 to enter the game and record your score.
Scoring
Single 1 = 100 points
Three 1s = 1,000 points
Single 5 = 50 points
Three of a Kind except for 1s = Face value × 100 (e.g. three 4s = 400)
Four of a Kind = Face value × 100 + 100
Five of a Kind = Face value × 100 + 200
Six of a Kind = Face value × 100 + 300
Straight (1-2-3-4-5-6) = 1,500 points
Three Pairs = 1,500 points
Decision Point
After setting aside scoring dice, you may:
Keep rolling the remaining dice to add more points, or
Stop and bank your points for the turn. In this case you hand over any remaining die to the next player. The next player can:
Roll all 6 die and start from scratch, or
Keeping the same score that was recorded by the last player and only rolling the die they were handed to try and build on it.
Zilch (Bust)
If a roll produces no scoring dice, you “Zilch” and lose all points from that turn. Your turn ends immediately.
If you roll 3 Zilches in a row, you lose 500 points.
Hot Dice Rule
If you score with all 6 dice, you may roll all 6 again and continue your turn.
Play continues until a player reaches 10,000 points (or a set target).
Other players get one final turn to try to beat that score.
Highest score at the end wins.