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Ten-Twenty Grand

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Ten-Twenty Grand

Ten-Twenty Grand

1974

Published by (Self-Published)

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Description

Players attempt to reach a score of either 10,000 or 20,000 through rolls of six dice. Players must roll a minimum score of 500 and roll at least a one or a five to start in order to continue scoring. Subsequent rolls may be taken, though a player risks their scores by doing so. With each successive roll, players must roll a one or a five in order to keep scoring points. Point values vary depending on what type of roll a player gets (three of a kind, small straight, etc.), except for rolling six fives or six ones. In the case of rolling six fives, a player automatically reaches 10,000 points and becomes winner pro-tem. The remaining players each get one final turn in an attempt to beat that players score. In the event of rolling six ones, a player automatically receives 20,000 points, and gameplay follows the same as if a player rolls six fives. The player with the highest score exceeding 10,000 or 20,000 wins.

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Game data sourced from BoardGameGeek, used under their API terms.