You0
This turn0
Bot0

How to play Farkle

Farkle is the great press-your-luck dice game — six dice, a fistful of scoring combinations, and the constant nagging question: do I bank what I've got, or risk it all for more? It's quick, loud, and genuinely thrilling, and a single greedy roll too far is the difference between a triumph and a "Farkle!". Here you play to 10,000 against the computer.

Goal

Be the first to bank 10,000 points.

A turn

  • You roll all six dice. From each roll you must set aside at least one scoring die — click the dice you want to keep.
  • Then choose: Bank the points you've gathered this turn, or Roll the dice you didn't keep to try for more.
  • If you set aside all six dice, you get "hot dice" — roll all six again and keep building the same turn's score.

Scoring

  • A single 1 is worth 100; a single 5 is worth 50.
  • Three of a kind score 100 × the face value (three 4s = 400), except three 1s, which are worth 1000. Each extra die of the same kind doubles that score.
  • A full 1-2-3-4-5-6 straight or three pairs are each worth 1500.

Farkle! and strategy

If a roll produces no scoring dice at all, you Farkle — every point gathered that turn vanishes and play passes to the bot. That's the whole tension of the game: each extra roll risks everything you've built. A common rule of thumb is to bank once you've gathered a few hundred points, especially when only one or two dice remain, since the fewer dice you roll the likelier a Farkle becomes. But when you're chasing the bot, sometimes you have to gamble. Read the board, weigh the odds, and know when to walk away from the table.

Farkle

Roll six dice, keep scoring dice (1=100, 5=50, three-of-a-kind=100×face, three 1s=1000, straight/three pairs=1500), then Bank or Roll on. Keep all six for hot dice. No score on a roll = Farkle and you lose the turn. First to 10,000 wins. R rolls, B banks, N restarts.

Settings

Theme

Appearance