Farkle Rules and Scoring

How a turn works, what every combination scores, and the house rules you are likely to meet. Try them on the game above.

Set aside

Opponent Players Play to First bank

Scoring chart
Each 1100Three 1s1,000
Each 550Three 2s200
Four of a kind1,000Three 3s300
Five of a kind2,000Three 4s400
Six of a kind3,000Three 5s500
Three pairs1,500Three 6s600
1-2-3-4-5-62,500

Combinations count only within a single roll. Score all six dice and you have hot dice: roll all six again.

What you need

Six dice, a pencil and something to keep score on: two or more players, though you can practise alone. The Farkle score sheet adds up the scores for you.

How a turn works

  1. Throw all six dice.
  2. After every throw, set aside one or more scoring dice. You must set aside at least one.
  3. Then either bank the points from this turn and pass the dice, or throw the dice you have left to try for more.
  4. If every die has scored, you have hot dice: throw all six again and keep adding to the turn. There is no limit to how many times this can happen.
  5. If a throw has no scoring dice, you have farkled: every point from this turn is lost, and the turn passes to the next player.

Farkle scoring chart

CombinationExampleScore
Each 11100
Each 5550
Three 1s1 1 11,000
Three 2s2 2 2200
Three 3s3 3 3300
Three 4s4 4 4400
Three 5s5 5 5500
Three 6s6 6 6600
Four of a kind4 4 4 41,000
Five of a kind3 3 3 3 32,000
Six of a kind6 6 6 6 6 63,000
Three pairs2 2 4 4 6 61,500
Straight1 2 3 4 5 62,500

These are the base scores listed in Karen South Arnold's Playing Grandma's Games (2000), which the game on this page uses. Each combination must come from a single throw: two 5s set aside earlier and a third 5 in a later throw are worth 50 each, not 500 together. When dice can be counted more than one way, the higher score counts; four 1s, for example, are worth more as three 1s and a single 1 (1,100) than as four of a kind (1,000).

A scoring example

You throw 1, 2, 3, 3, 3 and 5. You could set aside the three 3s (300) and throw three dice; the 1 alone (100) and throw five; the 5 alone (50) and throw five; or the 3s, the 1 and the 5 together (450) and throw the last die or bank. Which is best depends on the points you already have this turn, which is what the strategy page works out.

Winning: the final round

Scores add up from turn to turn. The usual target is 10,000. When a player reaches it, every other player gets one last turn to beat that score, and the highest total wins.

Common house rules

Farkle is a folk game, so scoring and play vary from family to family. Agree on these before you start:

  • Three 1s worth 300 instead of 1,000, as in the boxed game Pocket Farkel.
  • Different values for three pairs (750 to 2,000), a straight (1,000 to 3,000) or two triplets (2,500 or 3,000).
  • Extra combinations: a short straight (1–5 or 2–6) for 500, a full house worth the triplet plus 250, or four of a kind with a pair for 1,500.
  • Doubling: each die beyond three of a kind doubles the score instead of the fixed 1,000, 2,000 and 3,000.
  • An opening score: you may not bank until you make 500 (or 1,000) in one turn. The game above can use the 500 rule.
  • A minimum bank of 300 or 350 in every turn.
  • A penalty, such as 500 points, for three farkles in a row.
  • Five dice instead of six, sometimes called Hot Dice, where three pairs are impossible.

Other names, and Kingdom Come

The same game is played as Ten Thousand, Dix Mille, Greed, Zilch, Zonk and Hot Dice, among other names, and a boxed version has been sold as Pocket Farkel since 1996. The dice game in the video game Kingdom Come: Deliverance is a version of Farkle with its own scoring and special dice; the rules on this page are the traditional ones.

Frequently asked questions

What are the basic rules of Farkle?

Throw six dice, set aside at least one scoring die, then bank your turn points or throw the rest. A throw with nothing that scores loses the whole turn. First to 10,000, with a last turn for everyone else, wins.

What scores in Farkle?

Each 1 is 100 and each 5 is 50. Three of a kind is 100 times the number, except three 1s at 1,000. Four, five and six of a kind are 1,000, 2,000 and 3,000, three pairs 1,500 and a 1 to 6 straight 2,500.

Can you add to a three of a kind from an earlier roll?

No. Combinations only count within one throw. A die set aside earlier cannot join dice from a later throw.

What happens if you roll all six dice and they all score?

That is hot dice: you may throw all six again and keep adding to the same turn.

Do you have to keep rolling after hot dice?

Not in these rules: you may bank instead. Some groups require at least one more throw after hot dice, so agree beforehand.

How many dice do you use in Farkle?

Six in the standard game. A five-dice version exists, in which three pairs cannot be scored.