Greedy Greedy is a simple, but highly addictive fast-paced dice game for 2 to 8 players. The objective of the game is to get as many points as you can without getting too “greedy”. There is no limit to the number of rolls you can make in a turn, but if you fail to roll something of point value on each roll, then you lose everything you have accumulated for that turn.
Also Known As
Greedy Greedy goes by other names depending on where you learned it. You may know it as 10,000 (Ten-Thousand), Farkle, Stugots, or Zilch.
Most K.R. Engineering games have a variety of options or “house rules” that can be turned on and off by the game owner to change how the game plays. These options can include changing the winning criteria for a game, adding new rules or disabling other rules, or just placing time limits on how long you can be away before the game skips you. It is often helpful to know what house rules you are playing with when you sit down at a game. You can touch the game logo on any K.R. Engineering game to see a list of which options are enabled and which are not.
For owners/administrators wishing to change these options, please see the Administration section of this article.
If you are new to owning a K.R. Engineering game or have upgraded from an older game version, then you may have questions about your new table. Please see this FAQ for answers to some of our most common beginner questions.
Bug Fixes and Upgrades
Most owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. If a new update is available, then following the updating instructions for your game will result in a new copy of the most recent version being sent to you by the update server. This process is not automatic. You must request an update manually.
If you are having problems with your game, please search this knowledge base or contact us for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible, and you may qualify for a bug bounty.
DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for your particular game before upgrading. By upgrading. you are agreeing to accept any and all changes that have been imposed on the updated version of the game.
Joining the Game
Most K.R. Engineering games can be played simply by right-clicking on a chair and choosing “Play.”
K.R. Engineering games can be played on a variety of themed furniture objects, and the “chairs” may not always look like chairs. For example, on the Chess theme, the “chairs” are the giant chess pieces. If you are unsure what is a chair and what isn’t on a particular theme, that’s okay! You can right-click and select “Play” on any part of a theme and it will automatically place you in an available chair, even if you didn’t click on a chair specifically.
Important: K.R. Engineering games use a rezzing system. This means that the game (buttons, dice, cards, game boards, etc) is a separate object from the furniture/rezzer/theme. You must right-click on the theme to play, not the game itself, as you cannot sit on the game pieces (such as dice, game boards, cards, etc). You must sit on the furniture around the game to play, not the game pieces.
While most game themes include furniture that you can sit on, there may be some exceptions. The Pocket theme, for example, cannot be sat on, as it has no chairs. Instead, you can join a game on a Pocket theme by clicking the MENU button on the game.
Game play begins with the first player to be seated. The seating arrangement is not important as the game will simply skip empty seats automatically. If you stand up during the game you will be skipped. If it is your turn when you stand up, game play will automatically be passed to the next player.
Each player starts their turn by rolling. You must then choose dice of point value to keep by clicking on them. After you have chosen dice to keep, you must either keep rolling for more points, or end your turn and add what you have earned this turn to your overall score. Selected dice will turn red and you can click them again to deselect. Blue dice are scored dice from previous rolls and cannot be changed or unselected.
At least one die of point value must be kept from each roll.
Dice cannot be added to dice saved as points from previous rolls (blue dice) for an added bonus. Dice are scored on a PER ROLL basis only.
You must score at least 1000 points before you are considered ‘on the board’ and can end your turn. After you are on the board, you can end your turns with as few points as you choose. (This option, known as “Initial Barrier”, can be turned off by the game owner.)
If you manage to use all six dice, you may reroll all six dice again and continue accumulating points.
If Speed Play is not enabled, then the game is over when a player goes over 10,000 points. When that happens everyone else gets one more round to beat them and you must roll until you win or bust. If Speed Play is enabled, the game ends automatically after 8 rounds (after everyone has had a chance to roll 8 times), and the player with the highest score wins automatically.
Players can hit the stop button before they roll to pass their turn if they wish.
You must select the dice you wish to keep and be scored even if you do not intend to roll again. The game makes no assumptions about what dice you might wish to keep when you press stop.
Once a game has been won, anyone may press the ROLL or RESET button on the board to begin a new game with the currently seated players.
- Three of same dice counts as the number on the die multiplied by 100, except for 1s which are multiplied by 1000.
- 222 is 200 points.
- 333 is 300 points.
- 444 is 400 points.
- 555 is 500 points.
- 666 is 600 points.
- 111 is 1000 points.
- When you have more than three of the same dice, each additional die after the 3rd doubles the previous value. We will use 3s as our example here, but it applies equally to all numbers.
- 333 is 300 points (3 x 100).
- 3333 is 600 points ((3 x 100) x 2).
- 33333 is 1200 points (((3 x 100) x 2) x 2).
- 333333 is 2400 points ((((3 x 100) x 2) x 2) x 2).
- The only numbers that are worth anything by themselves are 1 and 5. Both of these numbers can also be used in combos as seen above.
- 1 is worth 100 points by itself. Two 1s together do not form any special combo and would be worth 100 + 100 points.
- 5 is worth 50 points by itself. Two 5s together do not form any special combo and would be worth 50 + 50 points.
- Three Pairs: 3 pairs (e.g. 225566) is worth 1000 points
- By default, four-of-a-kind plus two-of-a-kind (e.g. 222244) does NOT count as 3 pairs, unless “Full Houses” have been enabled in the game settings.
- Straights: A straight using all six dice as 123456 is worth 1800 points.
- By default, there are no short straights in the game. A short straight with 12345 or 23456 can be scored for 900 points ONLY IF “Short Straights” have been enabled in the game settings.
All of the variants below can be used individually, at the same time, or in any combination that you prefer.
These variants can be enabled or disabled by owners or administrative users by accessing the Administration menu. For more information on how to do that, see the Administration section below.
These variants can also be turned on or off by touching the appropriate button on the tabletop.
Zilch is a variant of Greedy Greedy whereby you risk more when busting, but it is also made more difficult to bust. The new rules are:
- If you bust (score nothing) three turns in a row, you lose all accumulated points for that game so far, not just points accumulated on that turn.
- Your accumulated busts are reset back to 0 the moment you have a normal scoring turn.
- The game will warn you both at the end of your turn and at the beginning of the next if you have 2 busts and are in eminent danger of losing everything. Be sure not to bust a third time!
- If you have a set of three or more dice from a previous roll (example: you have 3 fours for 400 points) and you roll an additional four on subsequent rolls, you may add the four to the previous set for zero points.
Amish Dice is a variant of Greedy Greedy whereby you can choose to “take over” rolls from previous players’ turns. For example, if the player before you rolls 1,1,1,5,2,3, they are likely to keep the 1,1,1,5 and end their turn, thereby scoring 1050 points. Now that it is your turn, you have a choice to make:
- Press ROLL to take over their roll. The game will treat this as if YOU were the person who had rolled the original 1,1,1,5,2,3 and had kept the 1,1,1,5, therefore if you choose to keep rolling, you are only rolling the remaining 2,3. If you bust on an Amish take over, you are done, and play passes to the next player. If you do not bust, and succeed in rolling additional dice of point value, such as 1,4, then you have successfully taken over your opponent’s roll. You now get to keep both your opponent’s original roll of 1050 points, plus whatever you have added to it. You may continue to play as normal, keeping the 1 and rolling the 4 again if you wish, to try and add more points.
- Press STOP to choose NOT to take over their roll. This will reset the dice. You may now click ROLL to begin a fresh roll of your own.
- There is no limit to the number of times an Amish roll may be passed around. One player may score 500 points and stop, the next may take over and add another 200 points to it, stopping with a total of 700. The player after that may choose to take it over as well, and another 400 points to it, thereby stopping with 1100, and so on. This can continue indefinitely until someone busts, and then it starts over again.
- You may not take over a roll that used all six dice to score. This presents players with the option of disallowing the next player from taking over their roll while still keeping their points. It also doesn’t make any sense for a player to be able to take over a roll where all six dice have been used, because there is zero added risk for taking the previous player’s roll.
Amish Dice is interesting because it alters the strategy of the game. In general, you will want to end your turn in such a way that it is as hard as possible for the next player to take over your score. Of course, this means leaving as few dice unrolled as possible, which is also very risky. Is it better to bust and leave your opponent nothing, than to keep your score and give them the possibility of taking over? That’s for you to decide!
When using Crazy Dice, all six dice are swapped out for a set of dice that special markings on one side each. Each die is unique, in this case.
- One of the dice only has special markings on the 1 side.
- One of the dice only has special markings on the 2 side.
- One of the dice only has special markings on the 3 side.
- One of the dice only has special markings on the 4 side.
- One of the dice only has special markings on the 5 side.
- One of the dice only has special markings on the 6 side.
These special dice do not effect the way the game plays, but understanding how they work may prompt you to make different choices about which dice to keep on your roll. Any time you are able to incorporate a specially marked die into your “kept” roll, then you gain a point bonus. If you can incorporate 2 such specially marked die into your roll, then you get an even bigger bonus! The same holds true for 3, 4, 5 and 6 specially marked die all used at once. The bonuses you receive for each crazy die are as follows:
- If you use 1 crazy die, your roll value is: Score x 2 (total bonus: x2.0)
- If you use 2 crazy die, your roll value is: Score x 2 x 1.5 (total bonus: x3.0)
- If you use 3 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 (total bonus: x3.75)
- If you use 4 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 (total bonus: ~x4.2)
- If you use 5 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 x 1.0625 (total bonus: ~x4.48)
- If you use 6 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 x 1.0625 x 1.03125 (total bonus: ~x4.62)
As you can see, the bonus you get from each additional crazy die is compounded, but diminishing. You only get half as much of a boost from the second die as you get from the first, and halving each time.
Here are some examples of crazy die in action:
- You choose to keep 3,3,3 from your roll. This is normally worth 300 points. If one of those 3s happens to be a crazy die, it becomes worth 600 points.
- You choose to keep 2,2,4,4,6,6 from your roll. This is normally worth 1000 points. If one of those dice happens to be crazy, it becomes worth 2000 points. If 2 of those dice happen to be crazy, it becomes worth 3000 points.
- You choose to keep 1,1,1,5 from your roll. Ordinarily, you might decide not to keep the 5, because it is of very low point value and you could possibly do better by rolling it again. However, if the 5 is crazy in this situation, keeping what is on its own a very low value die will double the value of everything from 1050 to 2100.
- The only way to use all 6 crazy dice at once is a full straight of 1,2,3,4,5,6. If you’re incredibly lucky and all 6 come up as crazy dice, then this roll normally worth 1800 becomes worth 8250. Here’s how:
- 1st crazy: 1800 * 2 == 3600
- 2nd crazy: 3600 * 1.5 == 5400
- 3rd crazy: 5400 * 1.25 == 6750
- 4th crazy: 6750 * 1.125 == 7550
- 5th crazy: 7550 * 1.0625 == 8000
- 6th crazy: 8000 * 1.03125 == 8250
If you’re an astute mathematician, you might notice that the numbers are a little bit off. This is because score values are always rounded down to the nearest 50.
Crazy Dice mean the game usually escalates more quickly and finishes faster than a game played with regular dice.
Wild Dice is a bit of a misnomer, as there is actually only 1 wild die. If you get lucky and roll the wild die (as of this writing, represented by the K.R. Engineering logo), you will be required to declare the value of the die before continuing. You will be prompted for the die’s value when you click on the dice. Once you have declared the value of the wild die, it cannot be changed again for the current roll. If you roll it again later, even if it is on the same turn, then you can pick a different value for it. After declaring the value of the die, play continues as normal.
If playing with both Wild Dice and Crazy Dice enabled, the wild die is always Crazy 6. If you think of the dice as actual physical dice, the Wild Die replaces the 1 on the same die as Crazy 6. So if you get a Wild Die, and you want it to be Crazy, choose 6. Of course, if you choose 6 and there’s no way for you to use a 6 in your current roll, it won’t do you any good, so only choose 6 if you can use it.
For information on switching out tables and themes, please see this FAQ entry. For an overview of the theme/table administrative menu, please check out our Game Rezzer Administration article. For detailed information on customizing animations and camera views, please see our Player Experience Customization article.
Gaming.SL Live Integration
Gaming.SL Live (also known as Gaming.SL or G.SL) is gaming platform and services system developed by K.R. Engineering, which brings a variety of enhanced features to games in Second Life that are not possible with Second Life alone. In addition to the features described in this article, G.SL can integrate with your table in the following ways.
Gaming.SL connected games have a grid-wide top score database that allows players to compete and have a pervasive record of their high scores. These high scores can be viewed by using a Top Scores display board in Second Life or by accessing the Top Scores page on the Gaming.SL website. Scores can be filtered down by region, specific game tables, dates, and other criteria.
In addition to recording high scores, games keep a running tally of the total number of times players have won on a game. This information can be viewed on a Top Winners display board in Second Life or by accessing the Top Winners page on the Gaming.SL website. Winners can likewise be filtered by region and other criteria to see a more specific list of winners.
On supported games, players will also be assigned a rank that compares their performance to other players who have played the same game. Players can improve this rank by playing well against other players. Rank information can be viewed on a Top Ranked display board in Second Life or by accessing the Top Ranked page on the Gaming.SL website.
Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked. Players can check their own achievements by visiting the Achievements page on the Gaming.SL website.
Gaming.SL supports the option to have ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the Jackpots page on the Gaming.SL website to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.
Gaming.SL connected games utilize a licensing system that allows scores, ranks, winners, and other attributes to persist between rezzes of the same game, regardless of location in Second Life. This licensing system also allows games to have COPY permissions while still offering instancing control.
Games that use Gaming.SL Live can also optionally be specified as a PUBLIC game by the game’s owner. This will display the game on the Gaming.SL Live Games page, including game status, options, and location, and a button to let a user teleport straight to the game to play. All games default to PRIVATE unless explicitly changed by the owner of the game.
To access the game’s administrative menu, simply click and hold your mouse button down on any part of it for two seconds. A menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than two seconds, just hold the mouse button down until you see a menu.)
On certain rezzer versions, depending on where you click, you may open the REZZER’S administrative menu instead of the GAME’S administrative menu. This is okay! If you are in the rezzer admin menu, you can switch directly over to the game admin menu by pressing the “Game ↗” button. Likewise if you open the game menu by mistake, and wish to switch over to the rezzer menu, you can simply press the “↙ Rezzer” button.
Some elements of the administration menu are accessible only by the owner, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.
There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don’t see the option you want, it’s on another page!
Many options that were formerly in the game admin menu have been moved to the table/theme/rezzer admin menu. These are options that are game-independent, such as admin users, branding, sound volume, and updating. These options are now set on the table/theme/rezzer and apply automatically to whatever game is being played on that table or theme. For details on accessing the rezzer admin menu and what options are in it, please see the Game Rezzer Administration article.
- Dice: Access the dice customization menu for changing the texture of the dice.
- Indicators: A menu for changing the color of the turn indicator lights on the game board.
- Color: An alternate way to access the color/theme menu for the table. This is the same as pressing the Color button on the table top.
- Vision: Change the intensity of colors used for dice actions.
Administrative User Options
- ↙ Rezzer: This button will directly open the rezzer’s administrative menu instead of the game’s menu.
- Players: Access the player management menu to skip or evict players from the game.
- Abandoned: Select this button to change the number of seconds the table waits to reset an abandoned game after all players have left.
- Timeout: Select this button to change the number of seconds the table waits for idle players to begin their turn. If they don’t roll before the timeout occurs, the game will skip them for this round.
- Quiet: Makes the table be quieter in chat, disabling many chats that are redundant to the information displayed ‘graphically’ on the table.
- Chatty: Makes the table normally chatty again.
- Limit Join: When on limit join, no new players may join after the first roll has been made and anyone who leaves the game has five minutes to return before the game considers them gone. When free player join is off and all players have left the game will automatically reset.
- Free Join: Turns the game back to free join mode, anyone may join at any point during the game. The game will skip abandoned seats and automatically give any newcomers the chance to roll on the next round.
- Initial On: On by default, this initial barrier requires players to score a minimum of 1000 points before they can begin scoring. Once they have scored their first 1000 points, they may then stop with as few points as they like on subsequent rolls.
- Initial Off: Disable the initial barrier.
- FH On: Off by default, this enables the “Full House” feature of Greedy. This allows you to count 4 of a kind plus 2 of a kind as a “full house”, which is equivalent to three pairs. Example: 222244 is not normally considered three of a kind, but it would be with this feature enabled.
- FH Off: Disable the “Full House” rule.
- Short On: Enable the “Short Straight” house rule. This allows 12345 or 23456 to be counted as a small or short straight, worth 900 points.
- Short Off: Disable the “Short Straight” house rule.
- Evict On: Turn on evicting of players who are idle on their turn, as dictated by the Timeout function above.
- Evict Off: Turn off evicting of players who are idle on their turn. Players who are idle will be skipped instead.
- Speed On: Enabled Speed Play. When enabled, the game will automatically end after 8 rounds (or 5 if Fast Game is enabled also) instead of after someone reaches a specific point threshold, and the player with the highest score wins.
- Speed Off: Disable Speed Play.
- Fast: Set game length to Fast. Players must only reach 7000 to end the game instead of the usual 10000. (or 5 Speedplay rounds)
- Long: Set game length to Long. Players must reach 15000 to end the game instead of the usual 10000. (or 12 Speedplay rounds)
- Normal: Set game length to Normal. Players must reach 10000 points to end the game. (or 8 Speedplay rounds)
- Amish On: Enable Amish Rules. See the Amish Dice section for details.
- Amish Off: Disable Amish Rules.
- Zilch On: Enable Zilch Rules. See the Zilch section for details.
- Zilch Off: Disable Zilch Rules.
- Crazy On: Enable Crazy Dice. See the Crazy Dice section for details.
- Crazy Off: Disable Crazy Dice.
- Wild On: Enable Wild Rules. See the Wild Dice section for details.
- Wild Off: Disable Wild Dice.
- Text On: Enable hover text scores for each player.
- Text Off: Disable hover text scores for each player.
- Text Only: Enable hover text scores for each player and disable the on-table displays.
- Local Random: Game will only use random numbers generated by Second Life’s llFrand() function.
- Remote Random: Game will attempt to source better random numbers from the web server when possible, and fall back to llFrand() if no connection is available.
If you have more questions, please use the search tool on our main page to browse our many helpful articles and FAQ entries. If you can’t find the answer you’re looking for, you can contact us for assistance.
You can find the ChangeLog for the SL version of Greedy Greedy by visiting this article.