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- Dice game rules: Farkle

Posted by Dice Game Depot on April 23, 2014

The game of Farkle is known by a variety of names: Zilch, 6 Dice, Ten Thousand, Farkel, Greed, Hot Dice, and many more. But regardless of what name you wish to call it, Farkle is a fun and challenging dice game with multiple variations and scoring options.

To play, you only need six 6-sided dice, a score sheet and pencil for keeping score, and (optionally) one or more dice cups. Alternatively, you can buy Farkle as a boxed game and with a number of rules variations.

Although technically Farkle is playable with only two players, you'll want at least three and preferably four or more. The game plays best with between 4 and 8 players.

The object of the game is to score a minimum of 10,000 points. The first payer to do so wins the game.

Farkle has many, many scoring variations (some of which we will list below), but we'll start with the basic rules and the most commonly used scoring options.

Pick one player to begin the game. They will take their turn and then play will continue clockwise around the table.

Each player in turn rolls all six dice and checks to see if they have rolled any scoring dice or combinations. (See *So how do you score?*
below.) Any dice that score are set aside and then the player may
choose to roll all the remaining dice. If all six dice have been set
aside for scoring (known as having “hot dice”), the player can choose to
roll all six dice again and continue adding to their accumulated score
or they can bank their points, end their turn, and pass the dice to the
next player.

A player’s turn continues until either they decide to stop and score their accumulated points or until they fail to roll any scoring dice on a throw. If a player scores no points on a roll, they get a Farkle and lose all accumulated points for that turn.

At the end of a player’s turn, any points they have scored are written down and the dice are passed to the next player.

1 | 100 Points |

5 | 50 Points |

Three 1's | 1,000 Points |

Three 2's | 200 Points |

Three 3's | 300 Points |

Three 4's | 400 Points |

Three 5's | 500 Points |

Three 6's | 600 Points |

1-2-3-4-5-6 | 3000 Points |

3 Pairs | 1500 Points (including 4-of-a-kind and a pair) |

Note that scoring combinations only count when made with a single throw. (Example: If a player rolls a 1 and sets it aside and then rolls two 1’s on their next throw, they only score 300 points, not 3000.)

Sometimes a single roll will provide multiple ways to score. For example, a player rolling 1-2-4-5-5-5 could score * one* of the following:

- 100 points for the 1
- 150 points for the 1 and 5
- 500 points for the three 5's
- 600 points for the 1 and the three 5's

You win a game of Farkle by being the first player to score a total of 10,000 or more points, provided that no other player with a remaining turn can exceed that score.

These variations can be used in combination with, or in place of, the basic rules and scoring scheme described above.

Farkle score sheets are available that list the basic scores and all the variants below, making it easy to pick and choose which ones you'll use for each game.

**Scoring Variations**

- Three pairs = 500 points

Alternatively: 600, 750, 1000, or 1,500 points

- Four of a kind = 2x (double) the 3-of-a-kind value

Alternatively: 1000 points

Alternatively: 4x the 3-of-a-kind value

- Five of a kind = Triple the 3-of-a-kind value

Alternatively: 2000 points

Alternatively: 6x the 3-of-a-kind value

- Six of a kind = Quadruple the 3-of-a-kind value

Alternatively: 3000 points

Alternatively: 8x the 3-of-a-kind value

- Six 1’s = 5000 points

Alternatively: The player instantly wins

- Two triplets = 2500 points

- Three 1’s = 200 points (Known as a Pocket Farkle)

- No points for a straight

- Straight = 1500 points

Alternatively: 2000 or 3000 points

**Opening Score**

This variant is the same as basic Farkle, except:

When the game begins, each player must continue throwing the dice until they have scored at least 500 points or until they Farkle. Once they have reached the 500 points, they are free to continue rolling or end their turn.

- Opening scores of 350, 400, 600, or 1000 points may be used instead of 500.

**Alternative Winning Score**

This variant is the same as basic Farkle, except:

The target score needed to win the game is greater or less than 10,000 (e.g., 20,000 or 5000)

**Hot Dice Roll**

This variant is the same as basic Farkle, except:

A player who scores on all six dice must roll them all again at least once.

**Three Farkles**

This variant is the same as basic Farkle, except:

A player who rolls three Farkles in a row loses 1000 points.

**Toxic Twos**

This variant is the same as basic Farkle, except:

Four or more 2’s thrown in a single roll cancels the player’s entire score for that turn.

**High Stakes (or Greed)**

This variant is the same as basic Farkle, except:

A player may choose to begin their turn by rolling the dice remaining from the previous player’s turn (e.g., those dice that were not set aside for scoring from the previous player’s turn). If the player scores with any of the dice on the first roll, they receive 1000 points in addition to any other points they may accumulate.

**Welfare**

This variant is the same as basic Farkle, except:

A player must score exactly 10,000 points to win the game. If a player scores more than 10,000 points, then all points scored that turn are given to the player with the lowest score.

**Five Dice Farkle**

This variant is the same as basic Farkle, except:

Five dice are used instead of six. (Obviously, certain scoring combinations, such as three pair, are impossible using this variant.)

**Team Farkle**

This variant is the same as basic Farkle, except:

The game is played in teams. Teammates sit opposite each other at the table and combine their scores. The game is typically played to 20,000 points instead of 10,000.