How to Play GREED
Overview
GREED is a dice game based on the classic folk game Farkle (also known as Zonk, 10,000, or Hot Dice). The goal is simple: be the first player to reach 10,000 points by rolling dice and making strategic decisions about when to bank your points and when to press your luck.
Basic Rules
- Each turn starts with rolling all 6 dice
- After each roll, you must set aside at least one scoring die
- You can then choose to roll the remaining dice or bank your points
- If you roll and get no scoring dice, you “Farkle” and lose all points for that turn
- If all 6 dice score (Hot Dice), you can re-roll all 6 and continue building your turn score
Scoring
Single Dice
- • Single 1 = 100 points
- • Single 5 = 50 points
- • Other single dice (2, 3, 4, 6) score nothing
Three of a Kind
- • Three 1s = 300 points
- • Three 2s = 200 points
- • Three 3s = 300 points
- • Three 4s = 400 points
- • Three 5s = 500 points
- • Three 6s = 600 points
Four or More of a Kind
Each additional die beyond three doubles the three-of-a-kind score:
- • Four 3s = 600 points (300 × 2)
- • Five 3s = 1,200 points (600 × 2)
- • Six 3s = 2,400 points (1,200 × 2)
Getting On The Board
Before you can bank any points, you must score at least 500 points in a single turn. Until you successfully bank for the first time, your total score remains at 0. Once you've gotten on the board, this 500-point minimum no longer applies to future turns.
Winning
The first player to reach 10,000 points triggers the final round. Every other player then gets one final turn to try to beat that score. After all final turns are complete, the player with the highest score wins. In case of a tie, the player who did NOT trigger the final round wins (since they had fewer turns).
The Joker System
GREED features a meta-progression system inspired by roguelikes. When you bank a high-scoring turn, a shop may appear offering you a choice of Joker cards — powerful permanent (or limited-use) abilities that bend the rules in your favour.
When does the shop open?
The shop triggers the first time you bank at or above each of these turn-score thresholds: 500, 700, 900, 1,200, and 1,600 points. Once you've cleared all five, the shop opens any time you bank 2,000 or more in a single turn. You can hold a maximum of 3 Jokers at once.
How do I buy a Joker?
When the shop opens, you are shown up to 3 random Joker offerings. Click a card to select it, then click Buy to purchase it using your banked score. If you don't want any of them, click Skip to pass.
Types of Jokers
- Protection — guard you against Farkles (e.g. free re-rolls, partial score recovery)
- Scoring — boost your points when banking or rolling
- Manipulation — let you change die values or double a die's contribution
- Situational — powerful effects tied to specific game events
Strategy Tips
- Banking 300-500 points early is safer than going for big scores
- With 3 or fewer dice remaining, the risk of Farkle increases dramatically
- Hot Dice is a golden opportunity - you get all 6 dice back with your score intact!
- If you're behind late in the game, you need to take more risks