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How to play Farkle: rules and scoring

Rules in short: on your turn, roll six dice and set aside at least one die that scores. Then either bank your points for the turn or roll the dice you have left to try for more. If a roll has nothing that scores, that is a Farkle and you lose every point from that turn. The first player to reach 10,000 starts the final round, and the highest score wins.

What you need A turn Scoring chart Hot dice Winning Example Odds Strategy House rules FAQ

Quick answers

Players
Two or more. It works well with up to six or eight.
Dice
Six ordinary dice and a way to keep score.
Goal
The highest total after someone reaches 10,000.
Scores
1s, 5s, three or more of a kind, a 1-to-6 straight, three pairs.
Farkle
A roll with nothing that scores. The turn ends and its points are lost.
Hot dice
All six dice scored in one turn: pick them all up and keep rolling.

What you need

Six standard six-sided dice, a cup to roll them in if you like, and paper for the scores. Decide who goes first by having everyone roll one die; the highest goes first and play moves to the left. On Snug Table every die comes from provably fair dice that are sealed before the game starts, and you can check every roll when the game is over.

How a turn works

  1. Roll all six dice.
  2. Set aside at least one scoring die. You can keep as many scoring dice as you want, but you must keep at least one. The dice you set aside add to your points for this turn. Only dice that are part of a scoring combination count: a 2 on its own scores nothing and can't be set aside.
  3. Bank or roll. Bank, and your turn points go onto your total and the dice pass to the next player. Or roll the dice you didn't set aside and try to add more.
  4. Farkle. If a roll shows nothing that scores, you Farkle: the turn is over and every point you collected this turn is gone. Points you banked on earlier turns are safe.

Scoring combinations count only within a single roll. If you set aside one 4 and later roll two more 4s, that is not three of a kind.

Farkle scoring chart

This is the scoring Snug Table uses, a widely used modern version. Many families use slightly different numbers; see house rules.

DicePoints
Each 1100
Each 550
Three 1s1,000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kind (any number)1,000
Five of a kind2,000
Six of a kind3,000
Straight: 1-2-3-4-5-61,500
Three pairs (for example 2-2, 4-4, 6-6)1,500
Four of a kind and a pair1,500
Two triplets (for example 3-3-3 and 5-5-5)2,500

The six-dice combinations need all six dice in one roll. If one roll fits more than one row, it scores the best way: 4-4-4-4-1-1 is four of a kind and a pair (1,500), not 1,000 + 200. Extra 1s and 5s can be added to a triple: 5-5-5-1 is 500 + 100 = 600.

Print this chart

Hot dice

If every one of your six dice has scored during the turn, you have hot dice: pick all six up and keep rolling, with your turn points still building. You can also bank instead. Hot dice can happen more than once in a turn, and a Farkle on any roll still loses everything from the whole turn.

Getting to 10,000 and winning

When a player banks and their total reaches 10,000 or more, every other player gets one last turn to beat it. After that the highest total wins. If two players tie for the top, they share the win (or roll off, if you prefer). On Snug Table you can also play a quicker game to 5,000.

An example turn

You roll 1, 5, 5, 3, 4, 6. The 1 and the 5s score. You could keep all three for 200 and roll three dice, but you decide to keep only the 1 (100) and roll five dice.

You roll 2, 2, 2, 5, 6. Three 2s are 200 and the 5 is 50. You keep all four: 100 + 250 = 350 for the turn, with one die left.

Rolling one die Farkles four times out of six, so you bank 350.

The odds of a Farkle

The fewer dice you roll, the more likely nothing scores. These are the exact chances for the scoring above:

Dice rolledChance of a Farkle
62.3% (about 1 in 43)
57.7% (about 1 in 13)
415.7% (about 1 in 6)
327.8% (about 1 in 4)
244.4% (4 in 9)
166.7% (2 in 3)

Farkle strategy

We worked these out by computing the best decision for every possible roll, the same calculation our coach uses. It aims for the most points per turn on average; near the end of the game, play to win instead (below).

Common house rules

Agree on house rules before you start; when nobody remembers, the chart above is a safe default.

Farkle FAQ

What does Farkle mean?

A Farkle is a roll where none of the dice score. When it happens your turn ends and you lose all the points you collected that turn, but not the points you already banked.

How many points do you need to win Farkle?

10,000 is the usual goal. When a player banks and reaches 10,000, everyone else gets one more turn to beat that score, and the highest total wins.

Do you have to keep all the scoring dice?

No. After each roll you must keep at least one scoring die, but you may keep just one and reroll the rest. It is often the better play.

What are hot dice in Farkle?

Hot dice is when all six dice have scored during your turn. You pick all six up and may keep rolling, adding to the same turn total.

Are three pairs worth points in Farkle?

Yes. In the most common modern scoring, three pairs in one roll are worth 1,500, the same as a 1-to-6 straight.

What are the odds of a Farkle with six dice?

About 2.3%, or roughly one roll in 43. With one die the chance is two in three.

Can you play Farkle alone?

You can play solo by trying to reach 10,000 in as few turns as possible, or play against computer opponents here on Snug Table.

Is Farkle gambling?

No. On Snug Table there is no money, no coins and nothing to buy. It is a dice game played for points, like it is around a kitchen table.