How to Play Farkle
The thrilling press-your-luck dice game
Objective
Be the first player to score 10,000 points by rolling scoring dice combinations while avoiding the dreaded Farkle.
Players
2-6 players. Works great with any number - more players means more drama watching others risk it all!
Equipment
6 standard six-sided dice. That's it! Paper and pen for scorekeeping.
The Hook
Every roll is a risk. Keep rolling for bigger scores, but one bad roll and you lose everything from that turn!
Game Setup
Gather Equipment
You need 6 dice and something to track scores. A cup for rolling is optional but adds to the excitement!
Determine First Player
Each player rolls one die. Highest roll goes first. Play proceeds clockwise.
Set the Target
Standard game is first to 10,000 points. For quicker games, use 5,000.
Taking Your Turn
Roll All Six Dice
Start your turn by rolling all 6 dice. Look for scoring combinations (1s, 5s, three-of-a-kind, etc.).
Check for Farkle
If none of your dice score, you've Farkled! You lose any points accumulated this turn and your turn ends immediately.
Set Aside Scoring Dice
If you rolled scoring dice, you MUST set aside at least one scoring die (or combination). Add those points to your turn total.
Decide: Roll or Bank?
Now choose: roll the remaining dice for more points (risky!) or bank your turn total and add it to your score (safe).
Hot Dice!
If all six dice score on a single roll, you've got "hot dice"! Pick up all six and continue rolling - your points carry over!
What is a Farkle?
The Dreaded Farkle
A Farkle occurs when you roll and NONE of the dice are scoring dice (no 1s, no 5s, no three-of-a-kind, nothing). When you Farkle:
- You lose ALL points accumulated during this turn
- Your turn ends immediately
- Pass the dice to the next player
This is the core tension of Farkle - the more you roll, the more you risk!
Getting on the Board
Opening Score Requirement
Most versions require you to score at least 500 points in a single turn before you can get "on the board." Until you bank 500+, any lower amounts don't count.
Basic Scoring Dice
Single Dice Scores
Only 1s and 5s Score Alone
A single 2, 3, 4, or 6 is worth nothing. You need three-of-a-kind or better to score these numbers.
Three of a Kind
Triplet Scores
Four, Five, and Six of a Kind
Extended Multiples
Example: Four 3s
Three 3s = 300 points. Four 3s = 600 points (double). Five 3s = 900 points (triple). Six 3s = 1,200 points (quadruple).
Special Combinations
Bonus Scoring
Special Combos Must Be All Six Dice
Straights, three pairs, and two triplets only count when rolled with all 6 dice at once. You can't build them over multiple rolls.
Scoring Examples
Example Roll: 1-1-3-3-3-5
Example Roll: 2-2-4-4-6-6
Basic Strategy
The Farkle Probability
Know your Farkle odds based on dice remaining:
- 6 dice: 2.3% Farkle chance - almost always roll!
- 5 dice: 7.7% Farkle chance - usually safe
- 4 dice: 15.7% Farkle chance - getting risky
- 3 dice: 27.8% Farkle chance - be careful
- 2 dice: 44.4% Farkle chance - dangerous!
- 1 die: 66.7% Farkle chance - only if desperate
When to Bank
Bank 300+ with 2 Dice Left
With only 2 dice remaining, your Farkle chance is 44%. If you have 300+ points, banking is usually wise.
Bank 500+ with 1 Die Left
With 1 die, you have a 66.7% chance of Farkle. Protect significant scores!
Always Roll 5-6 Dice
With 5-6 dice, Farkle is rare. Almost always worth rolling unless you have a massive turn score.
Consider Game State
If you're behind, take more risks. If you're ahead, play conservatively. Don't let opponents catch up with big turns!
Advanced Tactics
Hot Dice Opportunity
If 5 dice have scored and you have 1 left, consider the risk/reward. If you roll a 1 or 5 (33% chance), you get hot dice and roll all 6 again! But 66% chance of losing everything.
Don't Get Greedy with Small Scores
Keeping just a single 5 (50 points) when you have 4+ dice left is rarely worth it. Try to keep bigger combinations to leave yourself more dice for the next roll.
Partial Three-of-a-Kind
If you roll two 4s and a bunch of other numbers, don't keep the 4s hoping for a third. They score nothing alone, and you're just reducing your dice pool.
Endgame Strategy
- Winning threshold: Once someone hits 10,000, everyone else gets one final turn
- Go big or go home: If you need 3,000+ to win on your final turn, keep rolling until you either Farkle or win
- Defensive banking: If you're at 9,500, a safe 500-point turn wins. Don't risk it!
- Watch the leader: Track how many points the leader has and play accordingly
Alternative Names
Farkle goes by many names:
- 10,000: Named after the winning score
- Zilch: What you get when you Farkle!
- Greedy: Because you always want one more roll
- Hot Dice: Named after the bonus rule
- Cosmic Wimpout: Commercial version with special dice
Popular Variations
Skip the 500-point opening requirement. Any score on any turn counts. Faster start but less strategic.
Each subsequent roll in your turn must score equal or higher than the previous roll, or you Farkle. Very challenging!
If you Farkle three times in a row, you receive 500 "welfare" points. Helps unlucky players stay in the game.
If a player banks their score, the next player can choose to continue rolling those same dice instead of starting fresh. High risk, high reward!
Play to 5,000 instead of 10,000 for a quicker game. Great for time-limited sessions or younger players.
Scoring Variations
Instead of doubling for 4-of-a-kind, each additional die after three doubles the total: 4-of-a-kind = 2×, 5-of-a-kind = 4×, 6-of-a-kind = 8×.
Some versions don't count three pairs or straights as scoring combinations. Simplifies the game but removes some exciting moments.