🎲 Farkle
Roll six dice, keep the ones that score, then decide: bank it or risk it. Roll nothing that scores and you lose everything you'd built up that turn. First to 4000 wins.
Farkle game
This turn0
Banked0
Target4000
Best—
Roll six dice to begin!
How to Play
- A turn
- Roll six dice. Tap the ones that score to keep them, then either Roll Again with what's left, or Bank It to add your points to your total. Keys 1–6 pick dice, Space rolls and B banks.
- Farkle!
- If a roll contains nothing that scores, that's a Farkle — everything you'd built up this turn vanishes. That's the whole tension: the more you have, the more you're risking.
- What scores
-
Single 1 = 100 · Single 5 = 50
Three 1s = 1000 · Three 2s = 200 · Three 3s = 300 · Three 4s = 400 · Three 5s = 500 · Three 6s = 600
Each extra die past three doubles it — four 1s = 2000, five 1s = 4000, six 1s = 8000
Run of 1-2-3-4-5-6 = 1500 · Three pairs = 1500 · Two triples = 2500 - Every die you pick must score
- You can't keep a 3 just because it came up alongside a 1. If any picked die isn't part of something that scores, the pick isn't allowed.
- Hot dice
- If all six dice end up scoring, you get all six back and keep everything so far. That's how really big turns happen.
- Getting started
- Your first bank of the game has to be at least 300 in one turn. Below that you have to keep rolling.
- When to stop
- With one die left you'll Farkle two times in three — only a 1 or a 5 saves you. With three or more left you're usually safe enough to risk another roll.