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Farkle

Players
2 to 8
Dice
6 dice, plus pen and paper
Level
Easy
Time
20 to 30 minutes

Roll six dice, set aside the ones that score, then choose: bank your points, or roll again and risk losing them.

vs AnaOne game · about 3 min
Play Farkle now

At a glance

Roll, score, and know when to stop

Farkle is a game of nerve. On your turn you roll six dice, put aside the ones that score points, and then choose: stop and keep your points, or roll the rest and try for more.

The danger is a : a roll where nothing scores. Then you lose everything you collected that turn. The first player to reach 10,000 points wins.

Setup

Six dice and something to write on

You need six ordinary six-sided dice and a way to keep score, such as our free score sheet. Two to eight people can play; three to five is best.

Agree a target score before you start. 10,000 is the usual one; 5,000 makes a shorter game.

What scores

Each 1100
Each 550
Three of a kind: 1s1,000
Three of a kind: 2s to 6s200 to 600
Four of a kind1,000
Five of a kind2,000
Six of a kind3,000
Straight, 1 to 61,500
Three pairs1,500

Three of a kind in 2s to 6s is the number times 100: three 4s is 400. A lone 2, 3, 4 or 6 is worth nothing. The practice table scores only what is listed. Tables differ on the rest: the Patch Products boxed set scores three 1s as 300, four of a kind with a pair as 1,500 and two triplets as 2,500.

The first roll

Who goes first

Everyone rolls one die. The highest number goes first, and play then moves to the left. Roll again to break a tie.

Here West rolls a 6 and starts.

Your move, six dice.

A turn

Roll all six dice

Pick up all six dice and roll them. Look for dice that score.

This roll is 1, 5, 2, 2, 3, 6. The 1 is worth 100 and the 5 is worth 50. The 2s do not score on their own, because it takes three of them.

Your move

You rolled 1, 5, 2, 2, 3, 6. Which dice do you set aside?

Set aside, then roll the rest

After every roll you must set aside at least one scoring die (or all that you like). You then roll only the dice that are left.

You keep just the 1 (100 points) and re-roll the other five. They land 3, 3, 3, 4, 6: three 3s, worth 300. You now have 400 points this turn.

Bank your points, or roll on

After setting dice aside you choose. You can : stop, write the points down, and pass the dice. Or you can roll the remaining dice and try for more.

You are on 400 with two dice left. A roll of two dice often scores nothing, so you bank: 400 goes on your sheet.

Special rolls

A Farkle: nothing scores

If a roll has no scoring dice at all, that is a Farkle. You lose all the points from this turn, even if you had 2,000 collected, and the dice pass to the next player.

This roll is 2, 3, 4, 6, 4, 3. No 1s, no 5s, no three of a kind: Farkle, and the turn scores nothing.

Ouch. Zero.

Hot dice: all six score

If every one of your six dice has scored, you have . Pick all six up again and keep rolling, adding to the same turn. The points are not safe until you bank them: a Farkle on the next roll still loses the whole turn.

You set aside the 1 and 5. The other four land 5, 5, 1, 1, and all of them score. That is 450 points and hot dice: you roll all six again.

Roll them all again.

Scoring

Keeping score

Write each banked turn on the score sheet and add it to your running total. A turn that ends in a Farkle scores 0.

Here after a few turns: Ana has 450, Ben 1,200 and Cy has had two Farkles in a row and is on 0.

Winning

First to 10,000, then one last turn each

When someone passes 10,000, every other player gets one final turn to beat their total. The highest score after that round wins.

Stopping at the target would be unfair to the players who had not yet had a turn this round, so the last turn evens it out.

Point at a dot to see why it matters

Try a game

Roll six dice against Ana and set aside the scoring ones. Bank it or push your luck.

Farkle · practice game

Variants and house rules

Opening score
You may not bank until one turn is worth at least 500 (or 350, or 300). Until you have reached it, you simply keep rolling.
Other scores for three pairs
Some tables pay 750, 1,500 or 2,000 for three pairs. Some also pay 2,500 for two sets of three of a kind.
Three Farkles in a row
Three Farkles in a row cost you 1,000 points. It makes players think twice about rolling on with nothing banked.
Short game
Play to 5,000 when you have half an hour, or only a few players.

Tips from the table

  1. Count the dice before you roll again. With six dice a Farkle is rare; with two or one it is common. Three dice is where most players should stop.
  2. Setting aside only the 1s and 5s keeps more dice in play than setting aside every scoring die. A single 5 is rarely worth the dice you give up.
  3. When you are far behind, take bigger risks. When you lead, bank early and make everyone else catch up.

Farkle: quick answers