The goal
Be the first to reach the target score, usually 10,000, by rolling dice that score and banking your points before you Farkle.
Setup
Six dice and something to keep score. Two to eight players. The highest single roll starts, then play goes to the left.
The first roll
There is no deal. Everyone rolls one die to see who starts.
A turn
- Roll all six dice. Set aside at least one scoring die.
- Bank your points and pass the dice, or roll the remaining dice again.
- Each new roll must add a scoring die, or it is a Farkle and you lose the turn.
Special rolls
- Farkle: a roll with no scoring dice. You lose all the points from this turn.
- Hot dice: all six dice have scored. Roll all six again and keep your points.
Scoring
- Each 1: 100. Each 5: 50.
- Three of a kind: 1s are 1,000; 2s to 6s are 200 to 600.
- Four of a kind 1,000, five 2,000, six 3,000.
- Straight 1 to 6: 1,500. Three pairs: 1,500.
Winning
When someone passes the target, everyone else takes one last turn. The highest total wins.
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.
