Farkle is really a fun and fast paced dice game. It is also very addictive. I’ve been playing this game since the ’80’s, and am still teaching new people how to play. It’s fun for both adults and children. I believe my 7 year old grandson may even like playing it more than I do! I carry a set of dice in the glove compartment of my car, so that they are in the ready whenever I may need them. I also keep a set at our cabin, for playing a quick game by lantern light.
The Game of Farkle or 10,000
6 standard six sided dice, paper and pencil
Farkle is played by two or more players. In the case of this game, the more the merrier. Each player has a turn at throwing the dice, one following the other. Each player’s turn results in a score, and the scores for each player accumulate to the winning total of 10,000. The initial person who reaches 10,000, after every player has finished their last turn, wins the overall game.
To start the overall game, each player throws one die to see who goes first. The highest number starts the game.
Each player throws all six dice at the start of their turn.
A number of scoring dice must be reserve at the end of each throw, or the throw ends.
The ball player may either end their turn and bank the score accumulated up to now, or continue to throw the remaining dice to try to enhance their score.
If a player has scored with all six dice, they continue their turn with a new throw of most six dice, increasing the score they have already accumulated in that turn.
A new player Farkles if none of the dice score in virtually any given throw, and all points for that turn are lost. They don’t lose the points already banked on paper from previous turns.
The dice are handed to another player in a clockwise rotation, once they finish their turn. The new player now begins their turn.
Each player, after the first, can choose either to begin with their turn all six dice, or by throwing the dice remaining following the previous player has completed their turn. For instance, in case a player banks three 5s for a score of 500, the next player might want to roll the remaining three dice. Should they score with at least one die, they score 500 plus whatever additional score they accumulate.
You’ll be able to score with single die or with a variety of dice.
Each 1 will probably be worth 100 points.
Each 5 is worth 50 points.
Three 1’s are special. They’re worth 1000 points.
Three of a kind, aside from 1’s, are worth 100 x their number. For example, three 4’s are worth 400. Three 6’s are worth 600.
Four of a kind are worth the score 3 of a kind could have given, then doubled. For example, three 6’s are worth 600, so times it by 2 for 1200 points.
Five of a kind are worth the score 4 of a kind could have given, then doubled. In the previous example, 1200 would be multiplied by 2 for a total score of 2400.
3 Pair are worth 1500
Straight will probably be worth 3000 (all dice in a single roll – 1,2,3,4,5,6)
In case a player throws 1-2-4-4-4-5, they score three 4’s (400), the single 1 (100), and the single 5 (50) for a complete of 550. The dice that scored are reserve, leaving only 1 die left in play. The ball player can then have a chance and throw the remaining die, or stop and score 550. If they do score with the single die, they add it to their score for that turn, and commence again rolling all six dice. Should DND Dice Vault did not score with the single die, they Farkle and lose all points for that turn.