
Farkle
Dice. Nerve. Going one more roll.
Roll six dice, keep what scores, then choose: bank it or risk one more roll. Try a free practice round right here, no account needed.
- Free practice
- No sign-up
- Play in your browser
Join a Game Room
FarkleGot a room code?
- Players
- 2 or more
- You need
- Six dice
- Style
- Push your luck
- Goal
- 10,000 points
What is Farkle?
Points in your pocket or one more roll.
Farkle is a dice game about balancing the score you already have against the chance to win more. You roll six dice, set aside the ones that score, and decide whether to bank your turn or keep rolling the rest.
Keep rolling and the total grows. Roll nothing that scores and it all disappears. That one decision, made again and again, is the whole game, and it never gets old.
The practice table
Try itLearn it with the dice in your hand.
Play a solo game with our Classic rules. Tap the dice you want to keep, then bank it or push your luck. The coach shows your odds and the best keep as you go.
- Guided start deals a few set rolls so you see big scores, banking, and a Farkle in your first two turns.
- Quick game races to 2,000. Full game goes to 10,000.
- No account, no host, nothing saved but your best score.
Scoring chart
| Roll | Looks like | Points |
|---|---|---|
| Single 1 | 100 | |
| Single 5 | 50 | |
| Three 1s | 1,000 | |
| Three 2s | 200 | |
| Three 3s | 300 | |
| Three 4s | 400 | |
| Three 5s | 500 | |
| Three 6s | 600 | |
| Four of a kind (double the three) | 2× | |
| Five of a kind (double again) | 4× | |
| Six of a kind (and again) | 8× | |
| Straight, 1 through 6 | 1,500 | |
| Three pairs | 1,500 | |
| Four of a kind plus a pair | 1,500 | |
| Two triplets | 2,500 |
This turn
0
Your dice
Turn 1Need 500 to get on the boardTarget 2,000
Turn 1. Roll all six dice.
You need 500 in a single turn to get on the board.
Quick rules
- Roll six dice. Keep at least one scoring die from every throw.
- Single 1 = 100, single 5 = 50. Three of a number = that number × 100, except three 1s = 1,000.
- Four, five, and six of a kind double the score each time.
- Straight (1–6) and three pairs = 1,500. Two triplets = 2,500.
- Bank your turn total, or roll the dice you have left. A throw with nothing that scores is a Farkle.
- All six dice scored? Hot Dice: roll all six again.
- Your first bank must be at least 500 in one turn.
Found a bug, or a rule that feels off?Tell us in our Discord →
A little history
Older than your grandma's rules.
Farkle is a folk game, and nobody can say exactly where it started. It was played as a common dice game as far back as the 1700s, and it belongs to a wider family of six-dice push-your-luck games.
Because it was passed around tables rather than printed in one rulebook, almost every group plays it a little differently. Names, scoring, and the rules for getting on the board all change from house to house.
Fun facts
- Score all six dice and you get them back to roll again, with your turn total intact. That is hot dice.
- Roll nothing that scores and the whole turn total disappears.
- Your first banked turn has to reach 500 to get you on the board.
- Three 1s are worth 1,000, and a straight from 1 through 6 is worth 1,500.
Why people love it
One choice. Endless drama.
Learn it in one roll.
Spot the 1s, 5s, and sets. Then decide: stop or keep going. That is the whole lesson.
Everyone feels the risk.
The turn total climbs in front of the whole table, so every roll is a group event.
Nobody is waiting around.
There is no board to study between turns. You watch, you react, and you heckle the one more roll.
House rules come naturally.
Groups have been tweaking Farkle scoring for generations. Changing it is part of the tradition.
How to play
Roll. Keep. Decide.
Setup
- Players: two or more.
- Dice: six standard six-sided dice.
- Who starts: everyone rolls one die. Highest goes first, then play moves clockwise.
- Getting on the board: your first bank must be at least 500 points in a single turn.
Winning
When someone's banked score reaches 10,000, everyone else gets one final turn to beat it. Highest score at the end wins.
- 1
Roll all six
Start your turn by rolling all six dice.
- 2
Keep something that scores
Set aside at least one scoring die or combination. Its points go into your turn total.
- 3
Bank it or roll again
Bank the turn total onto your score, or roll the dice you have left to try for more.
- 4
Hot Dice
If all six dice have scored, pick them all up and keep rolling, adding to the same turn total.
- 5
Farkle
Roll nothing that scores and you Farkle. The turn total is lost and play passes on.
Farkle has no single official rulebook. These are our Classic rules, and they'll be shown in every room before the game starts. Printable rules card →
Lessons
Learn it in a few minutes.
6 quick lessons, one idea each. Make the call, see why it works, and move on. Your progress is saved in this browser.
What scores on its own
Tap every die in this throw that scores on its own, then check.
Scoring
What counts. What doesn't.
Combinations only count when the dice are rolled together in the same throw. 1s and 5s are the only dice that score on their own.
| Roll | Looks like | Points |
|---|---|---|
| Single 1 | 100 | |
| Single 5 | 50 | |
| Three 1s | 1,000 | |
| Three 2s | 200 | |
| Three 3s | 300 | |
| Three 4s | 400 | |
| Three 5s | 500 | |
| Three 6s | 600 | |
| Four of a kind (double the three) | 2× | |
| Five of a kind (double again) | 4× | |
| Six of a kind (and again) | 8× | |
| Straight, 1 through 6 | 1,500 | |
| Three pairs | 1,500 | |
| Four of a kind plus a pair | 1,500 | |
| Two triplets | 2,500 |
Our rules: three 1s rolled together score 1,000 (some tables count them as 300). Four or more of a kind double the three-of-a-kind score each time, so four 4s are 800 and four 1s are 2,000. When a roll can score two ways, you get the better one.
Strategy
Play it smart. Then play it feral.
Tip 1
Get on the board first.
Until you bank 500 in a single turn, your score stays at zero. Once you hit 500, bank it and start building.
Tip 2
Count dice, not points.
Six dice almost never Farkle. Two dice Farkle nearly half the time. The dice left in your hand matter more than the total on the table.
Tip 3
You do not have to keep every scorer.
Rolled a 1 and a 5? Keeping just the 1 and rolling five dice is often stronger than keeping both and rolling four.
Tip 4
Read the scoreboard.
Way behind? Push harder. Comfortably ahead? Bank the smaller wins and make everyone else take the risks.
Tip 5
The last round changes everything.
Once someone passes 10,000, banking a small total does nothing for you. Roll until you beat the leader or Farkle trying.
What would you do?
One decision. Every day.
A new Farkle puzzle every day, the same for everyone. Solve it, then send it to the group chat and see who gets it right.
Want more? See today's puzzles for every game →
Your path to game night
Learn it here. Play it with friends.
Finish the lessons or win a practice game and you're ready to sit down at a real Farkle table with your people.
The Feral Worlds community
Play-testing Farkle? Tell us in Discord.
Found a bug, a rule that feels off, or a house rule your family swears by? Our Discord is where we collect play-test feedback, and where game nights are starting to happen.
Glossary
Talk like a regular.
- Farkle
- A throw with nothing that scores. You lose this turn's points and your turn ends.
- Bank
- Stop rolling and add your turn total to your score.
- Turn total
- The points you have set aside this turn but not banked yet.
- Hot Dice
- Every die has scored, so you pick up all six and keep rolling.
- Getting on the board
- Your first bank must be at least 500 points in one turn.
- Set
- Three or more of the same number rolled together. Each extra die doubles it.
- Straight
- One of each number, 1 through 6, in a single throw. Worth 1,500.
- Three pairs
- Three different pairs in a single throw. Worth 1,500.
- Final round
- Once someone reaches 10,000, everyone else gets one last turn to beat them.
The Feral twist
Still under the hat.
Every game can be played Classic. In Feral mode, the host writes the house rules: scoring, risk, pace. We'll show you what Farkle can do when it's ready.
In the Dice Games pack
Farkle opens the pack.
More dice games will join it, and owning the pack means every new one is yours too.
$9.95, one time, to host every game in it. Playing is always free. Packs go on sale when the full game launches.
Farkle is in development
Save me a seat.
Hear when you can host Farkle night with friends, and when the Feral twist comes out from under the hat.
