How to Play Farkle
Farkle is a press-your-luck dice game for two to eight players in which the tension between greed and caution drives every decision. On your turn you roll six dice, set aside any scoring dice, and choose whether to roll the remainder or pocket your points and pass the cup. Roll without scoring and you Farkle, losing everything accumulated that turn.
Its appeal lies in the simplicity of the rules against the genuine anguish of the choice to push on. The game needs nothing more than six standard dice and something to write with, which makes it a fixture at kitchen tables, campsites, and family gatherings the world over.
A little history
The origins of Farkle are unclear. Dice games built around similar press-your-luck mechanics appear across many cultures and centuries, and closely related games such as Zilch, Greed, and Ten Thousand are documented in North America from at least the mid-twentieth century. The name Farkle itself is traditionally associated with the American Midwest, but no authoritative record establishes where, when, or by whom it was coined.
Setting up
- Seat all players around a flat surface.
- Agree on the target score before play begins; 10,000 points is standard.
- Agree on whether a minimum opening score is required to get on the board; 500 points is the most common threshold.
- Choose a starting player by any fair method, such as each player rolling one die and the highest going first.
- Keep a shared score sheet visible to all players throughout the game.
How to play
- The active player takes all six dice and rolls them.
- After each roll, the player must set aside at least one scoring die or combination. A player cannot choose to set aside nothing and reroll all six.
- If no scoring dice are showing after a roll, the player has Farkled. All points accumulated this turn are lost and the dice pass to the next player.
- After setting aside one or more scoring dice, the player may either bank their accumulated turn total and end their turn, or roll all remaining dice again to try to add more points.
- If all six dice have been set aside as scorers at any point, the player may pick up all six dice and continue rolling, carrying their accumulated total forward. This is called a hot hand or rolling on.
- Play passes clockwise. Each player completes their full turn before the dice move on.
- Once any player reaches or exceeds the target score of 10,000 points and banks, every other player gets one final turn to attempt to beat that total.
- The player with the highest score after those final turns wins. If two players tie, those players each take one further turn until the tie is broken.
Winning and scoring
The first player to bank a cumulative total of 10,000 points or more triggers the endgame. All other players then complete one final turn each. The player with the highest grand total at the end of that round wins. In the event of a tie, the tied players continue taking alternating single turns until one player finishes a turn ahead of the other.
Standard scoring values are as follows: a single 1 scores 100 points; a single 5 scores 50 points; three of a kind scores 100 multiplied by the face value shown, except three 1s which score 1,000 points; four of a kind scores double the three-of-a-kind value; five of a kind scores double the four-of-a-kind value; six of a kind scores 3,000 points. A straight of 1 through 6 in a single roll scores 1,500 points. Three pairs in a single roll scores 1,500 points. All other dice combinations score nothing.
The fine points
The most common dispute concerns the minimum opening score. If your table requires 500 points to get on the board, a player who banks 350 in their turn scores nothing and must try again next time. Points are simply not recorded until the threshold is cleared in a single turn. Once a player is on the board, normal banking rules apply to any amount. Agree this rule explicitly before play starts, as tables differ widely on whether to use it at all.
A second frequent argument involves the hot hand rule. Some groups insist the player must declare their intention to continue before picking up the final scoring die; others allow the pick-up at any point. The standard ruling is that lifting all six dice constitutes a commitment to roll again, so if the player then Farkles, the full accumulated total for that turn is forfeit. Also note that when rolling on with six fresh dice, the minimum one-scoring-die rule still applies to that roll; you cannot pass without setting at least one scorer.
How to win more often
- Bank early when you are on a low score and need to get on the board. A Farkle from 450 means you stay at zero; a banked 500 gets you into the game.
- With four or fewer dice remaining and no 1s or 5s showing, the probability of a Farkle climbs sharply. Unless your turn total is modest, consider banking.
- When all six dice are available after a hot hand, your Farkle risk resets to its lowest point. This is almost always the right moment to keep rolling.
- Track the scores of other players. If a rival is close to 10,000 and you are far behind, take bigger risks rather than playing conservatively for small gains.
- Avoid setting aside single 5s when you still have several dice to roll. A lone 5 gives you 50 points but consumes a die; unless you need to satisfy the one-scorer rule, it is often better to leave it and roll it again seeking a stronger combination.
Variations
Team Farkle
Players pair up into teams of two, sitting alternately around the table. Scores are combined per team rather than per individual, and both players on a team must surpass the opening threshold before team points begin to accumulate. This format works well with six or eight players and adds a layer of shared tension to each roll.
Cutthroat Farkle
When a player Farkles, they do not merely lose their turn total; they also subtract 1,000 points from their banked score, to a minimum of zero. This variant punishes recklessness more severely and encourages conservative banking, particularly in the mid-game when accumulated scores are substantial.
Five-Die Farkle
Played with five dice rather than six, removing the possibility of a 1-through-6 straight and making three pairs impossible in a single roll. The reduced die count raises the baseline Farkle probability on each roll, shortening the game and increasing tension throughout. All other rules remain identical.
Piggybacking
In this popular variant, if a player rolls exactly the same combination as the player immediately before them, they may take that player's banked score in addition to their own turn total. The previous player loses those points permanently. This introduces a direct competitive element and makes choosing when to bank a riskier decision when high totals are on the board.
Farkle: frequently asked questions
What happens if I roll all six dice and none of them score?
You have Farkled. You lose every point accumulated during that turn and the dice pass to the next player. Your previously banked total from earlier turns is safe.
Do I have to set aside all scoring dice, or can I choose to ignore some?
You must set aside at least one scoring die or combination per roll, but you are free to leave other scoring dice in play and roll them again. For example, if you roll two 5s and four blanks, you can set aside one 5 and reroll the other 5 along with the four blanks.
Can I play Farkle with just two players?
Yes. Farkle works perfectly well with two players and is in many ways at its most tactical with just two, since you can directly track one opponent's progress and adjust your risk accordingly.
What is the minimum age for Farkle?
Most families find eight and above a comfortable starting point. Children need to understand simple multiplication for scoring three-of-a-kind combinations and be comfortable making probability-based decisions, but there is no reading involved and the core concept is easy to grasp.
Does a 1-2-3-4-5-6 straight have to appear in a single roll, or can I build it across rolls?
It must appear in a single roll of all six dice. You cannot set aside a 1 and a 2 from one roll and then roll the remaining four dice hoping to complete the straight; a straight only counts when all six dice show the sequence simultaneously.
If I reach exactly 10,000 points, do I win immediately or must I wait for others to finish?
You must wait. Banking any total that reaches or exceeds 10,000 triggers the final round, in which every other player gets one last turn to beat your score. You are not guaranteed the win until all remaining players have completed that final turn.
What counts as three pairs for the 1,500-point bonus?
Three pairs means exactly three sets of two matching dice appearing in a single roll of all six dice; for example 2-2, 4-4, and 6-6. If you roll four of a kind alongside a pair, that does not qualify as three pairs and you score the four-of-a-kind value instead.
What happens when I Farkle three times in a row?
In the standard rules, three consecutive Farkles cost you 1,000 points from your banked total. This rule is optional and should be agreed before play begins. If you have fewer than 1,000 points banked when the penalty applies, your score drops to zero rather than going negative.