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Farkle Rules: How to Play and Score Farkle

Roll six dice to build up points on each turn and be the first player to reach 10,000 points, without losing your turn's points to a farkle.

Players
2 or more (best with 2 to 8)
Ages
8+
Time
30 to 60 minutes
You need
Six standard dice, pen and paper

Farkle rules take one turn to learn and a lifetime to stop arguing about, which is half the fun of this push-your-luck dice game. You roll six dice, set aside the ones that score, and decide whether to bank your points or roll the rest for more. Roll nothing that scores and you farkle, losing everything you built up that turn. Below are the standard rules, a full Farkle scoring chart, and the common house rules you should agree on first. Roll right here with the dice roller and keep score with the scoreboard if you do not have dice handy.

Quick rules

  • On your turn, roll all six dice.
  • Set aside at least one scoring die or combination (see the chart below).
  • Either bank your turn total, or roll the remaining dice to try for more.
  • If a roll has no scoring dice, that is a farkle: you lose all points from that turn.
  • If all six dice score, you have hot dice and may roll all six again.
  • First player to reach 10,000 points triggers a final round. Highest score wins.

What you need

  • Six standard six-sided dice, or the on-page dice roller.
  • A cup for rolling (optional, but it keeps dice on the table).
  • Pen and paper, or the scoreboard below, to record each player's banked total.

Setup

  1. Each player rolls one die. The highest roller goes first and play passes to the left.
  2. Write every player's name at the top of a score sheet.
  3. Agree on the house rules in the last section, especially the opening minimum.

How to play

Rolling and setting aside

  1. Roll all six dice.
  2. Look for scoring dice: any 1, any 5, or a scoring combination such as three of a kind.
  3. Set aside at least one scoring die or combination. You may set aside more than one, but only dice that score.
  4. Combinations only count when they are rolled together in a single throw. A 2 you set aside earlier cannot join two 2s you roll later.

Bank or keep rolling

  1. After setting dice aside, add their value to your running total for the turn.
  2. Choose to stop and bank the running total onto your score, ending your turn.
  3. Or roll the remaining dice for more points. Every roll must produce at least one scoring die.
  4. If you have set aside all six dice, you have hot dice: pick up all six and keep rolling, adding to the same running total.

Farkle

If a roll contains no scoring dice at all, call "Farkle". Your running total for the turn drops to zero and play passes to the next player. Points you banked on earlier turns are always safe.

Scoring

Dice rolledPoints
Single 1100
Single 550
Three 1s1,000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kind1,000
Five of a kind2,000
Six of a kind3,000
Straight (1, 2, 3, 4, 5, 6)1,500
Three pairs1,500
Four of a kind plus a pair1,500
Two sets of three of a kind2,500

2s, 3s, 4s and 6s score nothing on their own. Many families use an older chart instead, where four, five and six of a kind double the three of a kind value each time (for example three 4s = 400, four 4s = 800, five 4s = 1,600), and three pairs score 750. Both charts are common, so pick one before you start.

Scoring examples

  • You roll 1, 1, 1, 5, 3, 4. Set aside the three 1s and the 5 for 1,050, then roll the last two dice or bank.
  • You roll 2, 2, 2, 5, 6, 6. Keep three 2s (200) and the 5 (50). The 6s score nothing.
  • You roll 3, 3, 4, 4, 6, 6. That is three pairs for 1,500, and all six dice scored, so you have hot dice.

How to win

The first player to bank 10,000 or more points does not win straight away. Every other player gets one final turn to beat that score. After the final round, the player with the highest total wins.

Variations

  • Opening minimum: you must bank at least 500 points in one turn (some groups use 350 or 1,000) before you can start scoring at all.
  • Three farkles penalty: three farkles in a row cost 1,000 points from your banked score.
  • Shorter game: play to 5,000 points with young children.
  • Exact finish: you must land on exactly 10,000; going over makes the turn count as a farkle.
  • Steal the points: the next player may choose to take over your unbanked dice and running total instead of starting fresh.

Tips and strategy

  • You do not have to keep every scoring die. Setting aside one 1 instead of a 1 and a 5 leaves more dice to roll and a better chance to score.
  • With two dice left, the chance of a farkle is about 44 percent. With one die left, it is about 67 percent. Bank more often with few dice.
  • With three or more dice left and a modest running total, keep rolling. The farkle odds are low (about 28 percent with three dice).
  • Play the scoreboard. If a rival is close to 10,000, take bigger risks to catch up.

Common mistakes

  • Combining dice from different rolls into a three of a kind.
  • Rolling again without setting aside at least one scoring die.
  • Forgetting that hot dice keep the same running total, which you can still lose with a farkle.

Love dice games? Try Bunco, Ship, Captain and Crew or liar's dice, or browse our list of dice games. You can also use the full-screen dice roller.

Questions people ask

How does Farkle scoring work?

Single 1s are worth 100 and single 5s are worth 50. Three of a kind is worth 100 times the number shown, except three 1s, which score 1,000. Bigger combinations such as four of a kind (1,000), a straight (1,500) and three pairs (1,500) score more, as shown in the chart on this page.

What happens when you farkle?

A farkle is a roll with no scoring dice. You lose all the points you collected during that turn and your turn ends. Points you banked on earlier turns are safe, and some groups add a 1,000 point penalty for three farkles in a row.

How do you play Farkle with dice?

Roll six dice, set aside at least one scoring die, then either bank your points or roll the remaining dice for more. If every die scores, pick up all six and keep going. The first player to reach 10,000 starts a final round, and the highest score wins.

Do you need 500 points to get on the board in Farkle?

Only if your group plays with an opening minimum, which is a very common house rule. Under that rule you must bank at least 500 points in one turn before your scoring begins. The basic rules have no minimum, so agree on this before you start.

What are hot dice in Farkle?

Hot dice happen when all six dice have been set aside as scoring dice during one turn. You may pick up all six and roll again, adding to the same running total. You can still lose everything if the next roll is a farkle, so decide whether to bank first.