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.

📐table~30 min🌤indoor

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.

ActionPoints
Single 1100
Single 550
Three 1s1,000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four/Five/Six of kind2×/4×/8× three-of-kind score
Straight 1-2-3-4-5-61,500
Three pairs1,500
Farkle (no scoring dice in roll)0 for turn, lose banked
Win gameFirst 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 observation80,000+ (single game, extreme luck) (2020)

  • Games sold worldwide

    Estimated by publishers10+ million commercial sets (2024)

Learn this sport

beginner

  1. 1

    Learn basic scoring

    1 = 100, 5 = 50; three of same = 100× or 1000 for 1s.

  2. 2

    Play 3-5 casual games

    Home game with family/friends; low-stakes learning.

  3. 3

    Track probabilities

    Farkle happens ~2% with 6 dice, 44% with 2 dice — decide when to bank.

intermediate

  1. 1

    Learn all scoring combinations

    Including 3 pairs (1500), straight (1500), 4-5-6 of kind multipliers.

  2. 2

    Risk management

    Bank at 300-500 with few dice remaining; push with all 6.

  3. 3

    Online play

    Zilch (Facebook), Farkle apps for varied opponents.

advanced

  1. 1

    Long-form strategy

    In 20,000 target games, calibrate risk carefully.

  2. 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

Last verified 2026-08-24.community