Funzigo
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🎲 Farkle

🎲 Board · 14 plays

Farkle

Six dice, one big risk. Bank the points or push your luck.

About Farkle

The dice game built on one question: are you feeling lucky? Roll six dice and set aside at least one scorer — 1s are worth 100, 5s are 50, three of a kind pays face value times a hundred (three 1s make 1,000). Then bank your turn total or roll the rest for more. Roll with no scorers and you Farkle: the whole turn’s points vanish. Four of a kind is a flat 1,000 (yes, even four 1s), and big six-dice combos like a straight or three pairs pay 1,500. Score all six and you get Hot Dice — roll them all again. First to 10,000 wins.

Category
🎲 Board
Last updated
Sep 28, 2026
Platforms
Browser (desktop, mobile, tablet)
Controls
Tap or click
Developer
Funzigo Studio

How to Play

Roll, then set aside at least one scoring die. Bank to keep your turn points — or roll the remaining dice for more. No scoring dice in a roll = Farkle, and the turn scores nothing. Use all six dice for Hot Dice and roll six again. First to 10,000 wins; the other player gets one last turn to beat it.

💡 Tips & Strategy

Don't keep every scoring die. Setting aside a single 1 or 5 and rerolling five dice is often better than keeping a weak 5 and rerolling four. More dice in hand means less chance of a Farkle.

Know when to bank. With three or more dice left, rolling again is usually worth it. With one or two dice left, the Farkle risk gets high — bank anything decent unless you're far behind.

Remember four of a kind is a flat 1,000, even four 1s, so three 1s plus a separate 1 isn't a bonus. And chase Hot Dice: scoring all six lets you roll all six again and keep the turn total growing.

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