🏠 Create & share your house rules with a free link or QR code
Create accountSign in →
🎲

Farkle Rules

The press-your-luck dice game

👥 2–8 Players⏱️ 20–45 Minutes🎂 Ages 8+

Farkle Rules, How to Play Farkle (Complete Guide)

The ultimate press-your-luck dice game. Roll, score, and decide: bank your points or risk everything on another roll.

1 What Is Farkle?

Farkle is a press-your-luck dice game for 2-8 players, playable in 20-45 minutes with no board required -- just six dice and a way to keep score. Each turn you roll all six dice, set aside scoring dice, and decide whether to bank your points or keep rolling for more. Roll nothing that scores and you Farkle, losing everything you accumulated that turn.

Farkle has roots in folk dice games going back centuries and is known by many regional names: Farkel, Zonk, Greed, 10,000, Zilch, and Pirate's Dice. It is one of the most played casual dice games in North America, beloved at family reunions, campgrounds, and game nights alike.

The game was popularized in the United States in the 1980s under the name Farkle. Legendary Games published the first widely distributed commercial version, and today dozens of editions exist -- from wooden travel sets to app adaptations.

2 History of Farkle

The origins of Farkle are murky -- as with most folk dice games, no single inventor exists. Similar games appear in many cultures: the dice game 10,000 (common in Scandinavia), Zilch (Pacific Northwest U.S.), and Greed have all been documented with nearly identical rules. The name "Farkle" itself may derive from a German or Dutch slang term, though no definitive etymology is confirmed.

The game gained its biggest U.S. foothold in the camping and RV community during the 1970s and 1980s. RV parks and campsite social hours spread the game across the country before any commercial version existed. Legendary Games (founded by Sir Francis Drake -- yes, really) published the first boxed retail version of Farkle in the 1990s, establishing official rules that codified the scoring system most players recognize today.

Today Farkle appears in multiple commercial editions from several publishers, including Patch Products and PlayMonster. The game is so embedded in American recreational culture that it appears on numerous "best camping games" and "best tailgate games" lists year after year.

3 Setup

  • You need 6 standard six-sided dice and a score sheet.
  • Agree on a winning score threshold -- 10,000 is standard, but 5,000 is common for shorter games.
  • Determine turn order (highest single die roll goes first; reroll ties).
  • Most versions require players to score at least 500 points on a single turn before they begin accumulating points on the scoreboard ("getting on the board"). Some groups use 350 or 1,000 as the entry threshold -- agree before you start.
  • Designate a scorekeeper, or have each player track their own total.

4 How to Play Farkle

  1. Roll all 6 dice.
  2. Set aside at least one scoring die -- you must keep at least one scoring die per roll. You cannot set aside non-scoring dice.
  3. Choose: bank your accumulated turn points and end your turn, or roll all remaining non-set dice again to try for more points.
  4. If you roll and no dice score, you Farkle -- you lose all points accumulated during that turn (your overall banked total is safe) and pass the dice to the left.
  5. Hot Dice: If all 6 dice score on a single roll (or a combination of sets within one roll), you get "hot dice" -- pick up all 6 and roll again. Your turn total carries forward. You cannot bank immediately after hot dice without rolling again.
  6. Once a player reaches or exceeds the target score, every other player gets exactly one more turn to surpass that score.
  7. If multiple players tie the highest score at end of the final round, the player who triggered the final round wins.

5 Farkle Scoring Chart

CombinationPointsNotes
Single 1100 ptsEach individual 1 scores 100
Single 550 ptsEach individual 5 scores 50
Three 1s1,000 ptsTriple the usual rule: 1x100x10
Three 2s200 pts2 x 100
Three 3s300 pts3 x 100
Three 4s400 pts4 x 100
Three 5s500 pts5 x 100
Three 6s600 pts6 x 100
Four of a kind (any number)Double the three-of-a-kind value (min 1,000)e.g. four 3s = 600; four 1s = 2,000
Five of a kind (any number)2,000 ptsSome rules: triple the three-of-a-kind value
Six of a kind (any number)3,000 ptsInstant hot dice too
Straight 1-2-3-4-5-61,500 ptsMust appear on one roll; some rules give 3,000
Three pairs (any combos)1,500 ptsVariant rule -- not standard in all editions
Two triplets2,500 ptse.g. three 2s and three 5s on one roll
Four of a kind + a pair (Full House)1,500 ptsVariant rule

Important: Scoring combinations only count when all dice in the combination appear on the same roll. You cannot combine dice from different rolls to form a three-of-a-kind or straight.

Four-of-a-kind scoring varies by edition. Legendary Games rules use "double the three-of-a-kind." Some house rules use a flat 1,000 for any four-of-a-kind. Agree before play.

6 Farkle Probability Tables

Understanding the odds is the foundation of good Farkle strategy. Here are the key numbers:

Farkle Probability by Number of Dice

The chance of rolling zero scoring dice (a Farkle) increases dramatically as dice count shrinks:

Dice RolledChance of FarkleChance of Scoring
6 dice~2.3%~97.7%
5 dice~7.7%~92.3%
4 dice~15.7%~84.3%
3 dice~27.8%~72.2%
2 dice~44.4%~55.6%
1 die~66.7%~33.3%

Notice the jump from 2 to 1 dice: a single die only scores on a 1 (100 pts) or a 5 (50 pts), giving you just a 2-in-6 chance. With 2 dice, you need at least one of them to be a 1 or 5, or for both to share the same number (three-of-a-kind impossible with 2 dice). The odds barely improve.

Probability of Rolling at Least One Scoring Die (First Roll, 6 Dice)

Scoring OutcomeApproximate Probability on First Roll (6 dice)
At least one 1 (scoring single)~66.5%
At least one 5 (scoring single)~66.5%
At least one 1 or one 5~97.7% (i.e., almost never farkle on roll 1)
Three of a kind (any number)~41%
Three 1s specifically~0.46%
Straight (1-2-3-4-5-6)~1.5%
Three pairs~3.9%
Hot dice (all 6 score)~2-4% (depends on rule variants)

Expected Value Per Roll (Simplified)

With 6 dice, the average expected score per roll (before deciding to bank) is approximately 350-450 points when accounting for all combinations. With 2 dice, expected value drops to roughly 25-30 points -- often not worth the ~44% farkle risk unless you need specific points to win.

These numbers are why experienced players bank aggressively when down to 2 dice, and press harder when 4+ dice remain.

7 Example Turn Walkthrough

Here is a complete annotated turn showing decision points:

Roll 1 -- 6 dice: You roll 4, 1, 5, 3, 1, 2

Scoring dice: two 1s (200 pts) and one 5 (50 pts) = 250 pts available. Non-scoring: 4, 3, 2.

Decision: Set aside both 1s and the 5 (250 pts total). Now 3 dice remain.

Should you bank? 250 pts is below a common "entry threshold" of 500. If you haven't gotten on the board yet, you need to press. Even if you have, 250 pts is borderline with 3 dice left (27.8% farkle risk). Most experienced players roll again here.

Roll 2 -- 3 dice: You roll 3, 3, 3

Three 3s = 300 pts! Turn total: 250 + 300 = 550 pts. All 3 dice scored.

Hot dice alert! (Partial) -- actually, in most rules, you need ALL 6 remaining dice to score on one roll for hot dice from the middle of a turn. Since these were the last 3 dice and all scored, many rulesets DO grant hot dice here. If your group uses this rule, pick up all 6 dice.

Assume hot dice: pick up all 6.

Roll 3 -- 6 dice (hot dice): You roll 2, 4, 6, 4, 2, 3

No 1s, no 5s, no three-of-a-kind. FARKLE.

Result: You lose the full 550 pts. Turn total = 0. Pass the dice.

Lesson: With 550 pts banked on the table, the temptation to press on hot dice is strong. But the math is clear: 6 dice means only a ~2.3% farkle rate on the next roll. In hindsight, you were unlucky -- the decision to roll was statistically correct. Over time, pressing hot dice from 6 dice is profitable. The key is knowing when NOT to press (2 dice, big banked total, near the end of the game).

8 Hot Dice -- The Best Thing in Farkle

Hot dice occur when all 6 dice score on a single roll (or when your last remaining dice all score, depending on house rules). You get to pick up all 6 dice and roll again, adding to your turn total.

When Do Hot Dice Happen?

  • Roll 6 dice, all 6 score individually (e.g., 1, 1, 5, 1, 5, 5 = three 1s + three 5s = hot dice)
  • Roll 6 dice, a combination covers all 6 (e.g., straight 1-2-3-4-5-6)
  • In many rulesets: any time your remaining dice are all set aside as scorers, you get hot dice and may roll all 6 again

Should You Always Take Hot Dice?

Hot dice are always a gift on 6 dice -- farkle risk is only ~2.3%, and your expected value from the roll is 350+ pts. The math heavily favors rolling again unless you already have a massive accumulated total that you're terrified to lose.

However, consider context:

  • Early game, below 500: Always roll hot dice. You need the points to get on the board.
  • Mid game, 300-700 accumulated: Usually roll. Farkle risk is low, upside is high.
  • Late game, you have 9,000+: If hot dice gives you 1,200 pts and banking wins the game, bank. Don't be greedy.
  • Someone else just hit 10,000: In your final turn, hot dice often means you MUST keep rolling to reach their score. The math becomes secondary to necessity.

9 What Is a Farkle?

A Farkle occurs when you roll the remaining dice and none of them score -- no 1s, no 5s, no three-of-a-kind or other valid combination. You immediately lose all points accumulated during that turn (not your overall banked total) and the dice pass to the next player.

Only points accumulated DURING a turn are at risk. If you banked 1,500 points last turn, those are safe no matter what happens this turn.

Three Farkles in a Row

A popular variant adds a progressive penalty: three consecutive Farkles (across three consecutive turns) costs you 1,000 points from your total. This rule dramatically increases tension in the mid-game and punishes overly conservative play. Agree on this rule before the game starts -- it's not in the standard rules.

10 Farkle Strategy Guide

The Core Decision: Roll or Bank?

Every decision in Farkle comes down to one question: is the expected value of rolling greater than what you have accumulated? Here is a simplified framework:

Dice RemainingFarkle RiskGeneral Advice
6 dice~2.3%Almost always roll
5 dice~7.7%Roll unless you have 1,500+ accumulated
4 dice~15.7%Roll if under 500; bank around 600-800
3 dice~27.8%Bank at 300+; roll if you need points
2 dice~44.4%Bank almost always; only roll if desperate
1 die~66.7%Rarely worth rolling unless you must

Getting on the Board

Until you score 500 in a single turn, your points don't count. This forces early aggression: even if you have 400 accumulated and 2 dice left, you MUST roll -- you can't bank 400 anyway. Getting on the board early puts pressure on opponents and opens your scoring options.

Don't Overvalue Single 5s

A single 5 is worth 50 pts. With 4-6 dice remaining, setting aside a lone 5 while keeping 5 dice to roll is often worse than keeping all 6 in play for a re-roll. The 50 pts you "save" might cost you an expected 100-200 pts of upside. This is one of the most common strategic errors in Farkle.

End-Game Strategy

Once someone hits 10,000 (or your target), every other player gets exactly one final turn. In that turn:

  • You must EXCEED the leader's score, not just tie it.
  • Throw caution to the wind. Two-dice risk of 44% is irrelevant when banking isn't enough to win.
  • Press every time, even on 1 die, until you surpass the target or Farkle.

Watching Opponents

If you're significantly behind late game, take more risk. If you're in the lead, lock in points conservatively. Farkle rewards situational awareness as much as raw math.

Hot Dice Threshold

From hot dice (all 6 dice), the farkle rate is ~2.3%. Never bank immediately after hot dice unless banking wins the game outright. The expected value of one more roll from 6 dice is always positive relative to the risk.

11 Farkle Variant Rules

Entry Score Variants

  • 350 entry: Lower barrier, games move faster, more players get on the board quickly.
  • 500 entry (standard): The most common entry threshold.
  • 1,000 entry: Adds significant pressure; players take bigger risks early.

Greed / 10,000

Played almost identically to Farkle but with slightly different scoring on some combinations and a 10,000-point target. Popular in Scandinavia and the Midwest. The 6-die straight is sometimes worth 3,000 in Greed rather than 1,500.

Zonk

Pacific Northwest regional variant. Same press-your-luck mechanic, but combinations and point values differ somewhat by local tradition. "Zonk" is the equivalent of a Farkle.

Three Farkles in a Row = -1,000

After three consecutive turns in which you Farkle, you lose 1,000 points from your total score. This rule raises the stakes considerably and is popular in competitive-friendly games. Importantly, the three farkles must be on consecutive turns -- if you bank anything, the counter resets.

Team Farkle

Teams of 2 share a score. On your turn, you can pass the dice mid-turn to your partner, who must keep rolling from where you left off. You cannot both independently choose to bank -- only the rolling player decides. Shared score means big wins and big Farkles are both amplified.

Mega Farkle (8+ Dice)

Use 8 or 10 dice for larger combinations and higher scoring potential. Rare but fun for experienced players who want more chaos.

No Entry Threshold

Skip the 500-point requirement entirely. Every turn counts from turn 1. Games are faster and less punishing for new players.

Progressive Straight Scoring

The 1-2-3-4-5-6 straight is worth 3,000 (double the standard 1,500). Makes chasing a straight more worthwhile and adds excitement.

12 Wrong House Rules -- Debunked

Myth: "You must take ALL scoring dice."
False. Standard Farkle rules require you to set aside AT LEAST ONE scoring die per roll -- not all of them. You can choose to roll just the 5 and hold the others in reserve, or set aside only the profitable dice and re-roll the weak ones. Forcing players to take all scorers is a house rule that significantly reduces strategic depth.
Myth: "Three pairs always counts."
Three pairs (e.g., two 2s, two 4s, two 6s on one roll) is a valid combination worth 1,500 pts -- but ONLY in rulesets that include it. The base Legendary Games rules do not include three pairs. It is a common add-on variant, but not universal. Confirm your ruleset before play.
Myth: "Four 1s = 4,000."
This one varies. In the most common scoring system, four 1s = 2,000 (double the three-of-a-kind value of 1,000). Some house rules use a flat 1,000 for all four-of-a-kinds, which makes four 1s worth less than three 1s -- that's clearly wrong. Other groups use 4,000. The standard is double the three-of-a-kind value: four 1s = 2,000.
Myth: "You can combine dice across multiple rolls."
Combinations must be formed on a single roll. If you roll two 3s, set them aside, then roll another 3, those three 3s do NOT form a three-of-a-kind. They are three separate single rolls. The lone 3 scores nothing (only 1s and 5s score as singles).
Myth: "The final turn winner is whoever crosses 10,000 first."
The player who first reaches the target triggers the final round, but does not automatically win. Every other player gets one more turn to EXCEED that score. A player who scores 12,000 in the final round beats the trigger player who stopped at 10,500.
Myth: "You can bank after hot dice without rolling."
When you get hot dice, you MUST roll all 6 again. You cannot bank immediately after hot dice (in standard rules). The hot dice are a mandatory re-roll, not an option. If this rule feels too punishing, agree on a house rule beforehand -- but know it is not standard.

13 Example Scorecard -- 5-Player Game

Here is a complete 5-player game through 6 rounds, showing how scores accumulate. Target: 10,000. Entry requirement: 500 per turn.

RoundAliceBobCarolDaveEve
1-- (Farkle)600-- (under 500)500750
Totals06000500750
2550350500 (on board!)800-- (Farkle)
Totals5509505001,300750
31,0001,200650-- (Farkle)1,100
Totals1,5502,1501,1501,3001,850
42,500 (hot dice!)7001,5002,000900
Totals4,0502,8502,6503,3002,750
51,8003,5002,2001,500-- (Farkle)
Totals5,8506,3504,8504,8002,750
63,2004,0003,6002,8005,500
Totals9,05010,350*8,4507,6008,250
Final Round1,500(triggered)2,200-- (Farkle)3,200
FINAL10,55010,35010,650 WINNER!7,60011,450 -- but Carol won first?

*Bob hit 10,350 on Round 6, triggering the final round. Alice, Carol, Dave, and Eve each got one more turn. Carol scored 2,200 in the final round to reach 10,650. Eve scored 3,200 to reach 11,450 -- but Carol's score was declared before Eve rolled (turn order). In standard rules, the final round goes in turn order; once the round is complete, the highest total wins. Eve's 11,450 beats Carol's 10,650 -- Eve wins!

14 Frequently Asked Questions

What is Farkle?
Farkle is a press-your-luck dice game where you roll six dice and score points from 1s, 5s, and special combinations. Rolling no scoring dice means you Farkle and lose all points from that turn.
How do you win Farkle?
Be the player with the highest score after everyone gets a final turn once any player reaches the target (usually 10,000). You must EXCEED the triggering player's score, not just match it.
What is hot dice?
Hot dice happen when all 6 dice score in a single roll. You pick up all 6 dice and roll again, adding to your turn total.
Can you combine dice from different rolls?
No. Combinations must appear on the same roll. Dice from previous rolls cannot combine with new dice.
Do you have to take all scoring dice?
No. You must set aside at least one scoring die per roll, but you choose which ones.
What is the minimum score to get on the board?
Usually 500 in a single turn. Until then your points don't count.
What does three pairs score?
1,500 points, but only in rulesets that include it. Not universal.
How many farkles lose you points?
In the optional three-farkles rule, three consecutive farkles cost you 1,000 points. Not standard.
What does a straight 1-6 score?
1,500 points in standard rules; some variants give 3,000.
What is the chance of farkle on 6 dice?
About 2.3% -- very low. The risk rises sharply to 44% on 2 dice and 67% on 1 die.
Is Farkle the same as Zilch or 10,000?
Very similar. All share the same press-your-luck mechanic with slight scoring differences.
What is the best final-round strategy?
Keep rolling until you exceed the target or farkle. Banking short of the winning score accomplishes nothing.