What every roll is worth, how a turn works, and the variants tables argue about — plus a printable score sheet.
Roll six dice, set aside the ones that score, and choose: roll what's left to build the turn higher, or bank what you've got. Roll nothing that scores and you Farkle — the entire turn's points vanish. First past 10,000 doesn't end it: everyone else gets one last turn to catch you.
You need six dice, two or more players, and something to keep score with.
These are the values printed in the retail game. Combinations only count when they come up in a single roll — you can't build a three of a kind out of dice from two different rolls.
| Dice | Points |
|---|---|
| Each 1 | 100 |
| Each 5 | 50 |
| Three of a kindThree 2s = 200, three 3s = 300, and so on up to three 6s = 600. | face × 100 |
| Three 1sCommon variant: 300. | 1,000 |
| Four of a kind | 1,000 |
| Five of a kind | 2,000 |
| Six of a kind | 3,000 |
| Straight 123456 | 1,500 |
| Three pairs 22 44 66 | 1,500 |
| Four of a kind + a pair 4444 66 | 1,500 |
| Two triplets 111 333 | 2,500 |
| No scoring dice in a rollEverything built up this turn is lost. | Farkle |
On their own, 2s, 3s, 4s and 6s are worth nothing — they only score as part of a combination.
You roll 152246. Set aside the 1 and the 5 for 150, then roll the other four: 3336. Three 3s is 300, so you're on 450 with one die left. Bank the 450, or roll that last die — a 1 or a 5 gives you hot dice, anything else is a Farkle and you score nothing.
The first player to pass 10,000 doesn't win on the spot. Everyone else gets one more turn to beat them, and the highest total when that lap finishes takes the game — so a big last turn can steal it.
Farkle is a folk game and printings genuinely disagree. Settle these before the first roll:
A roll with no scoring dice in it. It ends your turn and wipes out every point you'd built up that turn, though your banked score is safe.
No. Once a die is set aside it's locked until your turn ends — unless all six score, which gives you hot dice and a fresh roll of all six.
No — you only have to keep at least one. Leaving a lone 5 in the roll gives you more dice to throw next time.
Write each turn's points, then the running total. Room for 20 turns.
gettallero.com — or skip the pencil and let Tallero keep score.