Roll six dice, set aside the ones that score and decide: push your luck for more, or bank your points before you Farkle. First to 10,000 wins, against the computer or friends on the same screen.
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Your turn. Press Roll dice.
Set aside this turn
Selected0
Turn total0
Dice left6
Keys: 1–6 select a die, R roll, B bank.
🏆
Game over
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How to use the Farkle Dice Game
Choose the players and target. Play against the computer or pick 2-4 players to share one device. 10,000 points is the classic game.
Roll the dice. Press Roll dice to throw all six. If no die scores, that's a Farkle and your turn ends with nothing.
Keep scoring dice. Click 1s, 5s or combos such as three of a kind. The Selected box shows their value and the combo lights up in the table.
Push your luck or bank. Press Keep & roll to throw the remaining dice for more points, or Bank to add your turn total to your score. If every die has scored, you get hot dice and roll all six again.
Reach the target. When someone banks 10,000 or more, every other player gets one last turn to beat them. Highest score wins.
Farkle odds by number of dice
A roll Farkles when it has no 1, no 5, no three of a kind and (with six dice) no straight or three pairs. The exact chances below are why the number of dice left matters more than the points you already have.
Dice rolled
Chance of a Farkle
Chance to score
Typical choice
6
about 2.3% (1 in 43)
97.7%
Always roll
5
about 7.7% (1 in 13)
92.3%
Roll unless your turn is already very big
4
about 15.7% (1 in 6.4)
84.3%
Roll with a small turn total
3
about 27.8% (1 in 3.6)
72.2%
Bank once you have roughly 400+
2
about 44.4% (4 in 9)
55.6%
Bank with roughly 300+
1
about 66.7% (2 in 3)
33.3%
Bank unless you are far behind
With one die only a 1 or a 5 scores (2 of 6 faces). With two dice the chance that neither is a 1 or 5 is (4/6)² = 4/9. The 6-dice figure counts the 1-6 straight and three pairs as scoring rolls.
Smart Farkle strategy
Keep fewer dice early. Rolling 1, 5, 2, 3, 4, 6? That's a straight for 1,500. But 1, 5, 2, 2, 3, 6 is better played as just the 1 (100 points, five dice left) than the 1 and 5 (150, four dice left).
Chase hot dice when it's cheap. With two dice left and a small turn total, rolling for a pair of scoring dice gives you all six dice back.
Bank sooner when ahead, push when behind. A comfortable lead means you don't need risky turns; if you're 3,000 behind, the safe play usually loses.
Play the last round to win, not to score. Once someone reaches the target, keep rolling until you pass them, because banking short of their score can't win.
Four of a kind isn't always 1,000. Four 1s are worth more as three 1s plus a single 1 (1,100), and the game always counts your selection in the best way.
Frequently asked questions
What are the rules of Farkle?
On your turn you roll six dice and must set aside at least one scoring die or combination. You can then bank the points you've collected this turn or roll the remaining dice to try for more. If a roll contains no scoring dice, that's a Farkle: you lose all points from the current turn and play passes on. The first player to reach the target, usually 10,000, triggers a final round, and the highest score wins.
How is Farkle scored?
This game uses the most common modern scoring: a single 1 is 100, a single 5 is 50, three 1s are 1,000 and three of any other number are 100 times the number (three 4s = 400). Four of a kind is 1,000, five of a kind 2,000, six of a kind 3,000. A 1-6 straight, three pairs, or four of a kind with a pair score 1,500, and two triplets score 2,500. Scoring varies between house rules, so agree on a table before playing with friends.
What are hot dice?
If all six dice have been set aside as scoring dice during your turn, you have hot dice: you keep your turn total and may roll all six dice again. You can keep doing this as long as you don't Farkle, which is how big turns of several thousand points happen.
What are the odds of a Farkle?
The chance of rolling no scoring dice depends on how many dice you throw: about 2.3% with six dice, 7.7% with five, 15.7% with four, 27.8% with three, 44.4% with two and 66.7% with one die. That's why most players bank with one or two dice left unless their turn total is small.
Do I have to keep all the scoring dice?
No. You must keep at least one scoring die each roll, but you can leave others to be rolled again. For example, with a 1 and a 5 it's often better to keep only the 1 and roll five dice instead of four. You can't keep a die that doesn't score, such as a lone 2.
What is the 500-point opening rule?
Some groups require a player's first banked turn to be worth at least 500 points before they are "on the board". Tick the option to play this way. Until you've opened, the Bank button only works once your turn total reaches 500.
How does the computer decide when to bank?
The computer keeps the dice that give the best balance of points and dice left to roll, then banks once its turn total is high enough for the number of dice remaining (for example around 300 with one or two dice left and 2,000 with five). It takes more risk when it is far behind and keeps rolling on the last turn until it beats the leader.
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