(updated
Rules for Crapola, a dice game...
(aka 10,000 or Dix Mille) A dice game for up to four players, played with five or six ordinary dice, with six dice preferred.
Object : reach or excede 10,000 points before your opponents do.
Play...
Players roll to see who goes first - highest cumulative total of all dice rolled.
Each player on their turn rolls the dice. Dice are examined for scoring possibilities as follows...
Any fives = 50 points each
Any ones = 100 points each
3 or more of a kind, which must be rolled with the dice of one throw, are scored by calculating in this fashion...
3, 4, 5, or 6 twos = 200 points, 400 points, 800 points, 1600 points
3, 4, 5, or 6 threes = 300 points, 600 points, 1200 points, 2400 points
3, 4, 5, or 6 fours = 400 points, 800 points, 1600 points, 3200 points
3, 4, 5, or 6 fives = 500 points, 1000 points, 2000 points, 4000 points
3, 4, 5, or 6 sixes = 600 points, 1200 points, 2400 points, 4800 points
Ones are treated specially - 3, 4, 5, or 6 ones = 1,000 points, 2000 points, 4000 points, 8000 points
A straight (either 1 through 5, or 2 through 6, or 1 through 6 in the six-dice game) = 1000 points
If no dice on a given roll can be scored (example : 2,3,4,4,6,6), the player loses his turn. If one die or more can be scored, the player can keep all, some, or just one of the dice just rolled and roll the remaining dice in an attempt to score again.
Examples...
Dice = 1,1,2,3,5,6 - scored as 50, 100, 150, 200, or 250, with the player rolling the unscored dice.
Dice = 2,2,2,3,5,6 - scored as 50, 200 or 250, with the player rolling the unscored dice.
Dice = 4,4,4,4,5,6 - scored as 800 or 850, with the player "sticking", or rolling the unscored dice.
Dice = 1,1,3,3,3,5 - scored as 50, 100, 150, 200, 300, 350, 400, 450, 500, or 550 with the player sticking, rolling unscored dice, or retaining the score of all, re-rolling all six and building on the points accumulated so far in the turn.
To record the points, a player must have more than 400 points on the turn and must have just rolled a scoring combination of some kind. For example, a player rolling a combination worth 800 points can score them, but would not get to score them if a followup roll was taken and no scorable combination appeared. First roll = 4,4,4,4,6,6 (800 points) Player rolls the two sixes and gets neither a 1 nor a 5. Player can no longer score the 800 points, and loses the turn.
If a player has kept a 1 or a 5, or a 1 and a 5, and subsequently rolls the remaining components of a scorable straight, the straight can be remembered (perhaps scored), and play continues.
If all six dice can be scored, a player can choose to go on by remembering the accumulated score and adding to it with the rolling of all six dice again. If the player fails to continue to score, all remembered points are lost. For example : 1,1,3,3,3, and a 5 in one roll are all scorable for 550 points. The player can quit there and score the 550, or roll all six dice again and build on the 550.
A player can play on while he continues to score. If a player stops to score, or is stopped and cannot score, the player then yields the dice to the next player for their turn.
Commonly accepted...
To initiate scoring, a player must have 1,000 or more points in a turn. (It may take many attempts to get that first 1,000 or more points!) After that, scores of 400 points or more can be recorded.
When a player goes over the 10,000 points required to win, all other players get one last roll to "catch up". Should a player indeed catch up, play goes back and forth in turn until a high score that is not equalled or surpassed stands.
A "house rule" may force a player rolling six scorable dice to risk the remembered score and play on with at least one subsequent roll of all dice. If no scoring play can be made of the dice, all remembered points in that turn are lost.
Strategy...
Strategy is based upon a player's understanding of probability - what chances they have of turning unscorable dice into a scoring play.
Crapola score sheets...

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