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10000 - Farkle - 6 Dice Game - Race to score 10K


Farkle Game

Welcome to Farkle!

First to 10,000 wins!

Single Dice

  • A single 1 = 100 points
  • A single 5 = 50 points

Combinations

  • Three 1s = 1000 points
  • Three of a kind (2s-6s) = Face value × 100
  • 4, 5, or 6 of a kind = Doubles for each extra die
  • Straight (1-6) = 1500 points
  • Three Pairs = 1500 points


How to Play Farkle AKA 10,000

The Goal

Be the first player to score 10,000 points. Once a player reaches the target, other players get one final turn to try and beat their score.

This game play is based on how my son taught me, there are plenty of variants out in the wild!

Your Turn: The Basics

Your turn consists of one or more rolls. The core of the game is deciding when to risk it all for more points and when to play it safe.

  1. Roll the Dice: Click "Roll Dice" to begin your turn. All available dice are rolled.

  2. Select Scoring Dice: After your roll, you must select at least one scoring die or combination (see Scoring below). If you can't, your turn is a "Farkle," and you score zero.

  3. Bank or Roll Again: Once you have selected scoring dice, you have a choice:

    • Bank Points: Click "Bank Points" to add the points from your current turn to your total score. Your turn is now over.

    • Roll Again: Set aside your selected dice and roll the remaining dice. The points from your set-aside dice are safe for this turn, but if you Farkle on a subsequent roll, you lose everything you've accumulated in the turn.

Scoring

Points are awarded for single dice and specific combinations. You can select multiple scoring sets from a single roll (e.g., a 1 and three 2s).

Roll

Points

Single 1

100

Single 5

50

Three 1s

1000

Three 2s

200

Three 3s

300

Three 4s

400

Three 5s

500

Three 6s

600

4 of a kind

2x the 3-of-a-kind score

5 of a kind

4x the 3-of-a-kind score

6 of a kind

8x the 3-of-a-kind score

Straight (1-6)

1500

Three Pairs

1500

Important Rules

  • Farkle: A roll with no scoring dice is a "Farkle". Your turn ends immediately, and you lose all points you accumulated during that specific turn. Your previously banked total score is safe.

  • Hot Dice (The Drop-a-Die Rule): If you manage to score with all dice currently in play, you get "Hot Dice"! This is a high-risk, high-reward situation.

    • You must drop one die from the game for the rest of your turn.

    • You then continue your turn by rolling the remaining dice (e.g., if you had 6 dice and got Hot Dice, you now roll 5).

    • This continues until you either bank your points or Farkle.

  • The Final Die: If your "Hot Dice" progression leaves you with only one die to roll, the outcome is immediate:

    • Rolling a 1 or 5: You score the points for that die, and your entire turn's score is automatically banked. Your turn ends.

    • Rolling a 2, 3, 4, or 6: This is a Farkle. You lose all points from the turn.

Playing Tips & Strategy

  • Know When to Quit: The most important skill in Farkle is knowing when to stop pressing your luck. Banking a small, guaranteed score is often better than risking it all for a big one. If you only have one or two non-scoring dice left, the odds of Farkling are high.

  • Chase the Ones: Single 1s are your most reliable source of points. Prioritize keeping them over riskier plays.

  • Be Patient: Don't feel pressured to score thousands of points every turn. Consistent, smaller gains will win the game.

  • The "Safe" Roll: If you have 3 or more dice left to roll, your odds of getting at least one scoring die are reasonably good. If you have only 1 or 2 dice left, rolling again is very risky.

  • Play the Scoreboard: If you are far behind, you may need to take more risks. If you are in the lead, play conservatively and protect your score by banking more often.

Chronological order of the Hyperion Cantos book series by Dan Simmons


Chronological Order of the Hyperion Cantos books by Dan Simmons

Far beyond the reach of known space Dan Simmons wove an epic that moves through shifting eras and distant worlds, each novel revealing a new facet of the Cantos’ vast tapestry.

From the pilgrims at the Time Tombs to the child-messiah Aenea the saga unfolds across centuries, tracing the rise of gods and machines and the enduring power of human hope.

Hyperion

Publication: 1989
Chronology: 2732–2733

On the world of Hyperion seven pilgrims gather at the enigmatic Time Tombs, each bearing a story of love, vengeance, faith, and guilt, as Simmons spins a mosaic of interlinked lives and looming cosmic mysteries. At its center stands the Shrike, a creature of impossible might that prowls beyond the veil of time and justice.

Father Paul Duré confronts faith in crisis as he uncovers forbidden relics and rituals; Sol Weintraub endures the agony of his daughter aging backwards through time; the Consul recalls lost empires and forbidden love; Brawne Lamia seeks truth in a universe on the brink of war; and Martin Silenus pours his genius and madness into a poem of destiny. Themes of sacrifice, the nature of time, and the quest for redemption echo in every confession and revelation.

The Fall of Hyperion

Publication: 1990
Chronology: 2733

As war erupts between the Hegemony and the Ousters Simmons shifts from intimate confessionals to the roar of interstellar conflict. The pilgrims’ secret purpose is revealed while the TechnoCore’s AIs pursue godlike ambitions and the StarWeb trembles under cosmic engineering.

Fleets clash in void and stars die in silence as human and machine contend for supremacy; the Shrike reappears as both savior and executioner; and alliances fracture under the weight of prophecy. Themes of technology versus faith, power and free will, and the shadow of apocalypse drive the narrative forward with unrelenting urgency.

Endymion

Publication: 1996
Chronology: 2769

Nearly four decades later Raul Endymion, a former soldier turned fugitive, is hired to protect Aenea, the enigmatic child born of the Hyperion pilgrimage. Their flight from the Pax Catholic Church leads them through hidden cathedrals and ruined colonies where memory and myth intertwine.

The Pax enforces peace with cruciform technology that grants resurrection at the cost of the soul; Aenea’s growing wisdom offers visions of a future beyond control. Themes of destiny, rebellion, and the search for transcendence reflect Simmons’s exploration of identity, loss, and the limits of knowledge across the void.

The Rise of Endymion

Publication: 1997
Chronology: 2775

In the final act all paths converge around Aenea’s revelation and the battle for humanity’s future. Simmons weaves personal sacrifice and cosmic conflict as the Pax and the TechnoCore marshal their forces to crush the uprising born of Hyperion.

Raul Endymion faces impossible choices as love and duty collide and the Shrike returns in a new role that challenges fate itself. Themes of renewal, the power of love to defy time, and the birth of new myths echo through the Cantos as Simmons offers a meditation on sacrifice, memory, and the enduring spark of the human soul.

Barkanoid - Brick Breaker


Barkanoid

Click the button below to start the game in a new window.

Launch Game

A Brief History

The brick-breaking genre is one of the oldest and most beloved in video game history. It began in 1976 with Atari's classic arcade game, Breakout, which established the simple yet addictive formula of a paddle and ball. A decade later, in 1986, Taito's Arkanoid revolutionized the concept by introducing falling power-ups, enemy ships, and varied level designs.

Barkanoid is a tribute to these legends, reimagining the classic gameplay with a sleek, sci-fi aesthetic and modern visual effects. The core challenge remains the same, but the strategy has evolved. Welcome to the barrier.


How to Play

Objective:
Your goal is to clear all breakable crystals on the screen by deflecting the Aether Orb with your energy paddle. Survive all 5 levels to breach the final barrier.

Controls:

  • PC Keyboard:
    • Left Arrow & Right Arrow: Move your paddle.
    • Spacebar: Launch the orb or fire lasers.
    • P: Pause or unpause the game.
  • Mobile / Touchscreen:
    • Swipe Left or Right: Move your paddle.
    • Tap the screen: Launch the orb or fire lasers.

Crystal Types:

  • Standard (Cyan): Requires 1 hit to break.
  • Hardened (Silver): Requires 3 hits. Cracks visibly with each hit.
  • Unbreakable (Gold): Cannot be destroyed. Use them to your advantage!
  • Volatile (Red): Explodes when hit, destroying all adjacent breakable crystals.
  • Phase (Purple): Flickers in and out of existence. Can only be destroyed when solid.

Power-Ups:

  • (E) Expand: Your paddle becomes 50% wider.
  • (L) Laser: Allows you to fire 10 shots with the launch button.
  • (M) Multi-Orb: Splits the orb into three.
  • (C) Catch: The orb will stick to your paddle. Launch it again with the fire button.
  • (S) Slow: Temporarily reduces the orb's speed.
  • (D) Disrupt: Avoid this! It shrinks your paddle.

Tips for Success in Barkanoid

Master the "Spin":
The orb's direction depends on where it hits your paddle. Hitting it with the center sends it straight up. Hitting it with the left side sends it to the right, and hitting it with the right side sends it to the left. Use this to aim your shots precisely.

Break on Through:
The most effective strategy is to try and break a tunnel through the bricks to get the orb bouncing between the top of the screen and the back of the brick field. It will clear levels much faster than hitting them from below.

Prioritize Volatile Crystals:
Always aim for the red exploding crystals first. A single, well-placed shot can clear a huge section of the level and save you a lot of time.

Patience with Phase Crystals:
Don't rush when dealing with the purple phasing crystals. It's better to miss an opportunity and keep the orb in play than to send the orb flying through an empty space. Wait for them to become solid before you commit to a shot.

Cave Runner: The Escape





 

Cave Runner


Cave Runner Ship

Cave Runner

Click the button below to start the game in a new window.

Launch Game

Welcome to the Depths, Pilot!

You are the lone survivor of the exploration vessel Odyssey. Lured into what appeared to be a stable asteroid cave system, you now find yourself trapped in the gullet of a colossal, cosmic predator - the Star-Eater Worm!

Your only hope is to pilot your battle-scarred Starfighter, the 'Gun-Dog', through the beast's rocky, debris-filled interior. The relentless contracting of the worm's gullet sends a constant stream of obstacles your way. You must navigate the chaos, survive ten phases of increasing intensity, and make a final, desperate push for freedom from the creature's maw.

Good luck, pilot. You'll need it.


How to Play: A Pilot's Guide

Objective:
Survive all 10 phases by dodging and shooting obstacles to reach the required score of 2,000 points.

Controls:

  • PC Keyboard:
    • Left Arrow & Right Arrow: Move your ship left and right.
    • Spacebar: Fire a missile.
    • P: Pause or unpause the game.
  • Mobile / Touchscreen:
    • Swipe Left or Right: Move your ship.
    • Tap the screen: Fire a missile.

Gameplay:

  • Lives: You begin with 5 lives. A collision with any obstacle costs one life.
  • Ammunition: You have 10 missiles. Your ammo is fully restored to 10 at the start of each new phase or whenever you lose a life.
  • Scoring:
    • Dodge a Boulder: +10 points
    • Destroy a Boulder: +50 points
    • Destroy an Alien Bird: +100 points
  • Obstacles:
    • Boulders: These come in three sizes and rotate as they fall. They can be destroyed with a single missile.
    • Alien Birds: These aggressive native fauna will appear once per phase. They are faster than boulders but offer a higher reward.
  • Phases & Difficulty:
    • Every 200 points you score advances you to the next phase.
    • With each new phase, the game's speed increases, and more dangerous obstacles will begin to appear.
  • Try our 'brick breaker' game Barkanoid