The six-dice scorekeeper for game night. First to 10,000 wins — everyone else hears about it.
One player is chosen to begin and play moves clockwise around the table. Each player in turn rolls all six dice and checks to see if they have rolled any scoring dice or combinations. (See scoring below.) Any dice that score may be set aside and then the player may choose to roll all the remaining dice. The player must set aside at least one scoring die of their choice if possible but is not required to set aside all scoring dice.
For example, if a player rolled 1-2-2-5-5-6 on their turn, they could set aside the 1 and the two 5's for scoring, or they could choose to set aside only the 1. Any scoring dice that are not set aside may be rerolled along with the non-scoring dice.
A player's turn continues until either they decide to stop (at which point they then score their accumulated points) or until they fail to roll any scoring dice on a throw.
If all six dice have been set aside for scoring (known as having "hot dice"), the player can choose to roll all six dice again and continue adding to their accumulated score, or they can bank their points, end their turn, and pass the dice to the next player.
If a player scores no points on a roll, all of their points gained so far that turn are lost — they lost it all.