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Tiles & dice

Farkle

Keep scoring dice and bank your points before a roll with no score ends your turn.

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Keep scoring dice and bank your points before a roll with no score ends your turn.

Craft a Farkle Board and fit it into a Small Game Table. Place matching Game Chairs facing the table, then take a seat.

Materials
  • 1 ×Bone meal
  • 7 ×Any planks
  • 1 ×Lime wool

Open the fitted board to make your moves. How to play in the side tray gives you the same lessons with illustrations inside the game.

Farkle goal: Score 10,000 points. First score at least 500 to enter the game.
Farkle goal

Score 10,000 points. First score at least 500 to enter the game.

Try it: Bank points safely, or keep rolling for a bigger turn before someone reaches 10,000.
Try it

Bank points safely, or keep rolling for a bigger turn before someone reaches 10,000.

Roll six dice: Roll all six dice at the start of a turn.
Roll six dice

Roll all six dice at the start of a turn.

Try it: After each scoring choice, roll the dice that remain active.
Try it

After each scoring choice, roll the dice that remain active.

Know the basic scores: Ones score 100, fives score 50, and triple ones score 300.
Know the basic scores

Ones score 100, fives score 50, and triple ones score 300.

Try it: Other triples score face value times 100. Four, five, or six of a kind score more.
Try it

Other triples score face value times 100. Four, five, or six of a kind score more.

Special combinations: Four, five, and six of a kind score 1,000, 2,000, and 3,000.
Special combinations

Four, five, and six of a kind score 1,000, 2,000, and 3,000.

Try it: A straight, three pairs, or four of a kind plus a pair scores 1,500.
Try it

A straight, three pairs, or four of a kind plus a pair scores 1,500.

More scoring sets: Two triples score 2,500 points; three pairs also score 1,500.
More scoring sets

Two triples score 2,500 points; three pairs also score 1,500.

Try it: Read the whole roll before choosing dice so you do not break a scoring combination.
Try it

Read the whole roll before choosing dice so you do not break a scoring combination.

Choose one legal set: Every die selected in one move must contribute to that move's score.
Choose one legal set

Every die selected in one move must contribute to that move's score.

Try it: Do not mix a scoring die with an unrelated die from the same roll.
Try it

Do not mix a scoring die with an unrelated die from the same roll.

Keep scoring dice: Select scoring dice, then roll only the dice left on the table.
Keep scoring dice

Select scoring dice, then roll only the dice left on the table.

Try it: Every selected die must contribute to the score. Unselected dice remain active.
Try it

Every selected die must contribute to the score. Unselected dice remain active.

Bank a turn: Bank your turn score when the points are worth the risk.
Bank a turn

Bank your turn score when the points are worth the risk.

Try it: Banking adds the turn score to your total and ends your turn.
Try it

Banking adds the turn score to your total and ends your turn.

A Farkle busts: If a roll has no scoring dice, you lose every point saved this turn.
A Farkle busts

If a roll has no scoring dice, you lose every point saved this turn.

Try it: The turn ends with zero points for that turn. Your banked total stays safe.
Try it

The turn ends with zero points for that turn. Your banked total stays safe.

Hot dice: If all six dice score, you may roll all six again and add to the same turn total.
Hot dice

If all six dice score, you may roll all six again and add to the same turn total.

Try it: Hot dice keeps the same turn total active. You may bank instead; another roll can still bust.
Try it

Hot dice keeps the same turn total active. You may bank instead; another roll can still bust.

Finish the game: When someone reaches 10,000, everyone else gets one final turn.
Finish the game

When someone reaches 10,000, everyone else gets one final turn.

Try it: After the final round, the highest total wins. A tied highest score is a draw.
Try it

After the final round, the highest total wins. A tied highest score is a draw.

Keep same-roll sets: A kept die cannot combine with later dice to make a new triple.
Keep same-roll sets

A kept die cannot combine with later dice to make a new triple.

Try it: The old one and the two new ones are separate scoring moves, not one triple.
Try it

The old one and the two new ones are separate scoring moves, not one triple.

Kept dice Points
Single one / five 100 / 50
Three ones 300
Three of another value Value × 100
Four / five / six of a kind 1,000 / 2,000 / 3,000
Straight from one to six 1,500
Three pairs 1,500
Four of a kind plus a pair 1,500
Two triples 2,500

Every selected die must contribute to the score. Sets belong to the same roll: previously kept dice cannot combine with a later roll to make a triple.

Bank at least five hundred in one turn to enter the score table. Once entered, smaller valid scores can be banked on later turns. Banking ten thousand or more begins the final round and gives the remaining players a last chance to beat the leading total. Highest score wins after those turns; a tie is a draw. A farkle loses the current unbanked turn score.

Use Rematch after the result to play again. To pause an unfinished match, the table owner can remove and keep its board.

See seats and solo play for multiplayer and Play alone, or item stakes if you want to agree on a pot.