Farkle — 1‑Page Rules

Roll six dice, bank points, and avoid a Farkle (a roll with no points).
Players: 2+ Dice: 6d6 Target score: 10,000

Objective

Be the player with the highest total after someone reaches 10,000 points and all others get one last turn.

Turn Sequence

  1. Roll all 6 dice.
  2. Set aside at least one scoring die or combo from that roll.
  3. Choose: bank your turn total or roll the remaining dice to press your luck.
  4. If every die you rolled scores, you have Hot Dice: pick up all 6 and continue the same turn.
  5. If you roll no scoring dice, that’s a Farkle: your turn total becomes 0 and your turn ends.

Getting on the Board (optional)

Some tables require your first banked turn to be at least 500 (or another agreed threshold).

Ending & Winning

  • When a player reaches 10,000+, finish the round so everyone has an equal number of turns.
  • Highest total wins. Ties: tied players take one extra tiebreaker turn.

Examples

Straight

1 2 3 4 5 6
Score 1,500. Roll all six again (Hot Dice).

Mixed

1 5 2 2 2 4
1 = 100, 5 = 50, 2‑2‑2 = 200 → 350. You may keep any subset and reroll the rest.

Scoring

CategoryScore
Single 1100
Single 550
Three of a kind (1‑1‑1)1,000
Three of a kind (2s…6s)Face value × 100 (e.g., 3‑3‑3 = 300)
Four of a kindDouble the 3‑of‑a‑kind score
Five of a kindTriple the 3‑of‑a‑kind score
Six of a kindQuadruple the 3‑of‑a‑kind score
Straight (1‑2‑3‑4‑5‑6)1,500
Three pairs (e.g., 1‑1, 3‑3, 5‑5)1,500
Two triplets (e.g., 2‑2‑2 & 5‑5‑5)2,500

Only dice scored on the current roll may be set aside. You may not mix dice from a prior roll to make a new combo.

Definitions

  • Hot Dice: All rolled dice score; you keep your turn and roll all six again.
  • Farkle: A roll with no scoring dice or combos; your turn ends and you bank 0 for that turn.

Popular House Tweaks

  • Alternate target score: 5,000 or 7,500 for a shorter game.
  • Bonus for 1‑1‑1 beyond 1,000 (e.g., 3,000) — agree before play.
  • Penalty for 3 Farkles in a row (e.g., −500) — optional.