Background

Farkle is also called 10000, Cosmic Wimpout, Greed, Hot Dice, Squelch, Zilch, Zonk, or Darsh.

The rules below reflect how my friends and family play. However, rules vary from family to family.

How to Play

To win at Farkle you must be the player with the highest score above 10,000 points on the final round of play.

Each player takes turns rolling dice. At the start of your turn, you roll six dice. The dice (or dice combinations) that earn points are: one , five , three of a kind, four of a kind, five of a kind, six of a kind, or a six-dice straight. After each roll, you must put aside at least one dice that gives points. You then roll with the remaining dice.

If you have reached at least 500 points, you can then pass and bank your points, or risk the points earned this turn and roll the remaining dice.

If all the dice have been put aside, you now have HOT DICE, and have to roll again using all six dice, risking the current turn points, but adding any new points to your previous point total.

Scoring is based on selected dice in each roll. You cannot earn points by combining dice from different rolls.

If none of your dice rolled earn points, you Farkle, and you loose the points you have earned that turn.

You continue rolling until you either Pass or Farkle. Then the next player rolls the six dice. Play continues until it is your turn again.

The final round starts as soon as any player reaches 10,000 or more points. Each other player has one more chance to beat this score.


Scoring

one = 100
five = 50

Three of a kind:
one one one = 1,000
two two two = 200
three three three = 300
four four four = 400
five five five = 500
six six six = 600

Four of a kind is double the score of three of a kind:
one one one one = 2,000
two two two two = 400
three three three three = 600
four four four four = 800
five five five five = 1000
six six six six = 1200

Five of a kind is triple the score of three of a kind:
one one one one one = 3000
two two two two two = 600
three three three three three = 900
four four four four four = 1,200
five five five five five = 1,500
six six six six six = 1,800

Six of a kind (any) = 10,000

Six-dice straight one two three four five six = 1,500
Five sixes and a one six six six six six one = -10,000

Can turn five + five (in one roll) into one

Scoring is based on selected dice each roll. You cannot earn points by combining dice from different rolls. For example, if you roll a five (50 points), and then roll five five (100 points), you can't combine them to form three of a kind (500 points).

The one and five dice are special, as they are the only dice that can be scored outside of a combination (such as three of a kind).


Turn Example

  • Roll 1: two two three four five six. You keep the five for 50 points. You then roll the remaining five dice.
  • Roll 2: two two two three four You select the three twos (200 points) for a total of 250 points. As you haven't reached 500 points, you roll the remaining two dice.
  • Roll 3: one five. You keep the one and the five for a total of 400 points. As you have selected all your dice, you now have HOT DICE, and have to roll again using all six dice, adding any new points to your previous point total.
  • Roll 4: two two five five five six. You keep the three fives (500 points) for a total of 900 points. You decide to Pass and bank your points.

Optional Variations

Piggybacking

Instead of starting your turn by rolling all 6 dice, you can choose to roll using the previous player's remaining dice. If you score, you gain the points they accumulated their turn, plus any you roll after that.

Welfare

At the end of the game, the player must score exactly 10,000 points. Any points scored above this during that turn are given to the player with the lowest score.

High Scores

Submit a High Score!

Most points in one turn:

  1. Jonas = 3750. Witnessed by Dominik and Jan
  2. Silke = 3550. Witnessed by Raph, Lucy and James.
  3. Unclaimed
  4. Unclaimed
  5. Unclaimed

Most HOT DICE in one turn:

  1. Unclaimed
  2. Unclaimed
  3. Unclaimed
  4. Unclaimed
  5. Unclaimed
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