Farkle Rules

A fun and challenging dice game with multiple variations and scoring options.

ALTERNATE NAMES
10000
Ten Thousand
Zilch
6 Dice

GAME SUMMARY

OBJECT OF THE GAME:
To score a minimum of 10,000 points.

EQUIPMENT:
Six 6-sided dice
A score sheet and pencil for keeping score
One or more dice cups (optional)

NUMBER OF PLAYERS:
2 or more, but best with 3-8

 

 

HOW TO PLAY:

These are the most commonly-used Farkle rules, but there are many variations (see Variations below). Before the game begins, players should establish which rules or variations will be used.

One player is chosen to begin and play moves 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 Scoring 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.

SCORING:

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.
  • 650 points for the 1 and the three 5's and the single remaining 5.

WINNING: 
The first player to score a total of 10,000 or more points wins, provided that no other players with a remaining turn can exceed that score.

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SCORING VARIATIONS:

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

The basic scoring, along with all these variants, are conveniently listed on our Farkle score sheets.

  • 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 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 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 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 Farkle, except:
    A player who rolls three Farkles in a row loses 1000 points.
     
  • Toxic Twos
    This variant is the same as 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 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 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 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 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.