Farkle
DiceRoll the dice, push your luck.
Game Rules: Farkle
Game Identity
- Name: Farkle
- Player Count: 2–8 players. Typical/standard: 4 players.
- Teams: No teams. All players compete individually.
- Theme: Dice push-your-luck
Scoring Mechanics
- Scoring Variant: Accumulative — scores grow toward a target.
- Target Score: 10,000 points (standard). Configurable.
- Unit of Scoring: Points per banked turn.
- Lower vs. Higher: Higher score wins. First player to reach/exceed target triggers the final round.
Rules & Validation
Turn Structure
Each turn proceeds as follows:
- Player rolls all 6 dice.
- Player sets aside at least one scoring die (required — cannot set aside zero scoring dice if any exist).
- Player chooses: Bank (end turn, add turn total to game score) or Roll (keep accumulated turn total at risk, roll remaining dice).
- If all 6 dice have been set aside for scoring, player has "Hot Dice" and may roll all 6 dice again.
- If a roll produces no scoring dice: Farkle — all turn points are lost and the turn ends.
Minimum Entry ("Getting on the Board")
- Standard variant: A player's first bank must be ≥ 500 points in a single turn. Until then, they cannot bank less than 500 pts (they must keep rolling or Farkle).
- No Minimum variant: Any positive turn score can be banked from the very first turn.
- After a player has made their first qualifying bank, any positive turn total can be banked for all remaining turns.
- The session determines whether the minimum applies by reading the active
scoringVariantIdfrom the game config.
Scoring Combinations
All combinations are determined per roll — dice from previous rolls in the same turn cannot be combined with the current roll to form new combinations.
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kind | 1,000 |
| Five of a kind | 2,000 |
| Six of a kind | 3,000 |
| Straight (1–2–3–4–5–6) | 1,500 |
| Three pairs | 1,500 |
Note: Sources conflict on straight scoring (1,000–2,500 pts). 1,500 is the most widely cited standard value.
Farkle Condition
- A Farkle occurs when none of the rolled dice show a scoring combination.
- All turn points accumulated in that turn are forfeited.
- The turn ends immediately with zero points banked.
Hot Dice
- Hot Dice occurs when all 6 dice have been set aside for scoring in a single turn.
- The player may roll all 6 dice again (optional — they can also choose to bank).
- Accumulated turn points remain at risk if they choose to roll.
- There is no limit on consecutive Hot Dice rolls.
End-Game Rule (Final Round)
- When any player's banked total reaches or exceeds the target score, that triggers the final round immediately.
- Every other player gets exactly one additional turn — no exceptions. The triggering player does not get another turn.
- After all other players have taken their final turn, the player with the highest score wins.
- If a player ties the high score on their final turn, they must continue rolling until they either beat it or Farkle (a tie is not enough to win).
Validation Constraints
- Must set aside at least one scoring die per roll.
- Cannot bank 0 points (Farkle button handles this with a distinct transaction type).
- Player cannot bank below 500 on their first-ever bank (minimum entry rule).
Special Actions / Bonuses
- Hot Dice: Trigger condition: all 6 dice score on a single roll. Effect: may roll all 6 again. Does not end turn. Turn total stays at risk.
- Farkle: Trigger condition: no scoring dice on a roll. Effect: forfeit entire turn total, turn ends immediately. Committed as distinct
farkle_turntransaction with value = 0. - Three Consecutive Farkles (variant): Three farkles in a row deduct 1,000 points from the player's game total. Tracked via consecutive farkle count in payload metadata.
Win Conditions
- Condition: A player's banked total reaches or exceeds the target score (default 10,000). This triggers the final round. After all remaining players complete one final turn, the player with the highest score wins.
- Tie-Breaker: If players are tied after the final round, tied players each roll one die; highest roll wins. Re-roll on ties.
Set Up in Doodle Score
Farkle has a dedicated scorecard in Doodle Score — everything is pre-configured including score tracking, validation, and special rules.
Download the app, tap New Scorecard, and choose Farkle.
Track Farkle in Doodle Score
Free scorekeeper app for iOS & Android