🎲 Farkle
🎲 Board · 14 playsFarkle
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.
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.