Farkle
Family-favorite push-your-luck dice game in which players roll 6 dice, set aside scoring dice, and choose to bank points or risk further rolls — first to 10,000 points wins.
What is Farkle?
Farkle is a public domain classic dice game for 2+ players, dating back at least to the 14th century (originally called 'Hazard' variants). Modern name 'Farkle' popularised in USA/Canada 1980s+. Each player rolls 6 dice; certain rolls score points (1s, 5s, three-of-a-kind, straights). Player can either bank score and pass turn, or keep rolling remaining dice to accumulate more (push-your-luck mechanic). If a roll produces NO scoring dice, that's a 'Farkle' — turn ends + all round points lost. First player to 10,000 points wins. Scoring: 1 = 100 pts; 5 = 50 pts; Three 1s = 1000 pts; Three of any other number = 100 × face value; Four/Five/Six of a kind = 2×/4×/8× three-of-kind; Straight 1-2-3-4-5-6 = 1500 pts; Three pairs = 1500 pts. Widely available commercial versions (Hoyle, Zilch, Reiner Knizia's 'Farkle', etc.). Popular in schools, family gatherings, RV parks, coffee shops.
Quick facts
Category
Dice Games
Type
Individual
Players
2–8
Duration
~30 min
Where played
indoor
Field / court
table
Country of origin
🇬🇧 United Kingdom
Estimated origin
14th century Hazard variants; modern 'Farkle' name c. 1982 (USA); mass-market commercial 1990s+
Olympic
No
Popularity
global
How it works
Objective
Be first player to score 10,000+ cumulative points across multiple turns without being knocked out.
Match structure
On turn: roll all 6 dice. Set aside any scoring dice (must set aside at least 1 per roll). Continue rolling remaining dice OR bank + end turn. If a roll produces NO scoring dice ('Farkle'), lose all points from this turn. First to 10,000 points wins (after each other player's turn is complete = fair chance).
Rules
Basic rules
Roll all 6 dice
Start turn by rolling all 6 dice.
Set aside scoring dice
Any scoring combination (1s, 5s, three-of-a-kind, etc.) can be set aside.
Must set aside at least 1 die per roll
If nothing scoring rolled = Farkle (turn ends, lose accumulated points).
Roll again OR bank
After setting aside, choose: roll remaining dice for more points, or bank + end turn.
All 6 dice scored = fresh set
If all dice used in scoring, get all 6 back to roll again.
Farkle = lose turn points
No scoring in a roll = all points from this turn lost.
First to 10,000 wins
Some variants: 5,000 (short) or 20,000 (long).
Advanced rules
Scoring summary
1 = 100 pts; 5 = 50 pts; three 1s = 1000 pts; three of any other = 100 × face value; four/five/six of kind = 2×/4×/8× three-of-kind; straight (1-2-3-4-5-6) = 1500 pts; three pairs = 1500 pts.
Opening score minimum
Some variants: must score 500 or 1000 in single turn to 'get on board.' Under that = 0 for turn.
Hot Dice / Rolling all 6 scored
When all 6 dice score, may pick up all 6 + continue rolling.
Three of a Kind scoring
3× 1s = 1000. 3× 2s = 200. 3× 3s = 300. 3× 4s = 400. 3× 5s = 500. 3× 6s = 600.
Four/Five/Six of a Kind
Multiplier of 3-of-kind: 4-of-kind = 2× (so 4 sixes = 1200). 5-of-kind = 4× (5 sixes = 2400). 6-of-kind = 8× (6 sixes = 4800).
Final round rule
After first player reaches 10,000, other players get one more turn to try to overtake.
Zilch penalty
Some variants: 3 Farkles in row = -500 or -1000 penalty.
Scoring
Score points via scoring dice; first to 10,000 wins.
| Action | 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/Five/Six of kind | 2×/4×/8× three-of-kind score |
| Straight 1-2-3-4-5-6 | 1,500 |
| Three pairs | 1,500 |
| Farkle (no scoring dice in roll) | 0 for turn, lose banked |
| Win game | First to 10,000 total |
Win condition · First player to reach 10,000+ points wins.
Playing area
Called
table
Dimensions
Any table; small central area for rolling dice (30-50 cm).
Rolling area (cup optional), score pad for each player.
Equipment
6 six-sided dice
Standard cube d6 dice; can be all one color or mixed.
Score pad + pencil
Track running totals across turns.
Rolling cup (optional)
Prevents dice bouncing off table.
Officiating
Casual home game; no formal officials.
- Self-officiated
Strategies
Bank at 300-500 pts
Conservative: bank when you have moderate score; avoid Farkle penalty.
Push aggressive when behind
If you're 3000 points behind leader, take bigger risks.
Hot Dice reset benefit
If all 6 scored, roll again — expected value usually favors continuing.
Farkle probability increases with fewer dice
6 dice: 2% Farkle chance. 4 dice: 15%. 2 dice: 44%. 1 die: 67%. Bank at low dice count.
Opening score challenge
In 500-min opening variant: risk more to reach opening threshold.
Terminology
- Farkle / Zilch
- A roll producing no scoring dice = turn ends, all points lost.
- Hot Dice
- When all 6 dice have been used in scoring; player may re-roll all 6.
- Bank
- End turn + add points to running total.
- Push
- Continue rolling remaining dice for more points.
- Three of a kind (trip)
- 3 dice showing same number = scoring combination.
- Straight
- 1-2-3-4-5-6 all showing = 1500 pts.
- Three pairs
- 3 pairs of same number in 6 dice = 1500 pts.
- Opening / On the board
- First scoring turn (500 or 1000 min in some variants).
- 10,000
- Standard winning score threshold.
- Zilch penalty
- Consecutive Farkles = negative points in some variants.
Major competitions
Informal home + party competitions
year-round · worldwide
Online Farkle competitions (Zilch app, Yahtzee similar)
daily · digital
Where it is played
Governing bodies
No formal governing body — public domain game
Various commercial publishers (Hoyle, Reiner Knizia, Zilch)
Founded 1980
Famous names & records
Famous athletes
- No famous professional Farkle players — casual game only
- Cultural preservation via family + friends
Records
Largest recorded Farkle score
Casual observation — 80,000+ (single game, extreme luck) (2020)
Games sold worldwide
Estimated by publishers — 10+ million commercial sets (2024)
Learn this sport
beginner
- 1
Learn basic scoring
1 = 100, 5 = 50; three of same = 100× or 1000 for 1s.
- 2
Play 3-5 casual games
Home game with family/friends; low-stakes learning.
- 3
Track probabilities
Farkle happens ~2% with 6 dice, 44% with 2 dice — decide when to bank.
intermediate
- 1
Learn all scoring combinations
Including 3 pairs (1500), straight (1500), 4-5-6 of kind multipliers.
- 2
Risk management
Bank at 300-500 with few dice remaining; push with all 6.
- 3
Online play
Zilch (Facebook), Farkle apps for varied opponents.
advanced
- 1
Long-form strategy
In 20,000 target games, calibrate risk carefully.
- 2
House rule mastery
Learn variants: opening score min, Farkle penalty, four/five/six-of-kind multipliers.
Frequently asked
How do you score in Farkle?+
Basic scoring: 1 = 100 pts, 5 = 50 pts. Three of a kind: 3 ones = 1000 pts; 3 of any other = 100 × face value (e.g., 3 fours = 400). Four/Five/Six of a kind multiplies (2×/4×/8× three-of-kind score). Straight 1-2-3-4-5-6 = 1500. Three pairs = 1500. First to 10,000 wins.
What is a 'Farkle'?+
A Farkle happens when you roll all remaining dice AND none of them produce scoring combinations. Your turn ends immediately + all points banked in this turn are LOST. This is the game's push-your-luck penalty.
How to play safely at Farkle?+
1) Bank early: 300-500 pts is safe. 2) Farkle probability increases with fewer dice: 6 dice = 2% chance, 2 dice = 44%, 1 die = 67%. Bank when you have fewer dice left. 3) Push when all 6 dice reset. 4) Avoid pushing when opponent is far behind.
How is Farkle different from Yahtzee?+
Farkle: 6 dice, push-your-luck, first to 10,000 pts. Yahtzee: 5 dice, up to 3 rolls per turn, fixed scorecard categories (13 turns exactly). Yahtzee is a fixed-length game with strategic category assignment; Farkle is variable-length push-your-luck.
Who invented Farkle?+
Ancient dice game family — related to 14th-century 'Hazard' + medieval European dice games. Modern name 'Farkle' popularised in USA 1980s+. Public domain — no single inventor. Commercial versions from Hoyle, Zilch, Reiner Knizia + others.
What's the best strategy in Farkle?+
Balance risk vs reward: (1) Bank at 300-500 pts with 2-3 dice remaining. (2) Push if all 6 dice scored (Hot Dice resets). (3) Be aggressive when behind, conservative when leading. (4) Track probability: 3+ dice = keep rolling; 2 dice = bank; 1 die = definitely bank.
Sources & provenance
- Wikipedia — Farkle— Wikipedia
- Hoyle Farkle rules— Hoyle