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Here it is! You found it!


For Farkle lovers, young and old!

By Jon R. Mutchler

August 2007; updated April 2011

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INTRODUCTION: Farkle is a fun, popular, and easy to play game consisting of 6 dice and 2 or more players. Each game takes between 15-25 minutes (depending on number of players). (For a free Farkle score sheet, click here). The game, including the scoring, is quickly learned. It doesn't take a lot of strategic concentration so you can enjoy the company of others while playing.


I was introduced to the game by friends Randy, Dawn and Ashley. I got hooked and have tried to tweak it and take it to a new level. I offer my version of the game as my contribution toward world peace, congressional bipartisanship, and harmony in the universe. Also, if you follow this link I have calculated the odds of rolling some of the required dice combinations (Thank you to several who provided additional odds, and caught and and corrected some errors). This may give you advantage as you play the game.





THE OBJECT OF THE GAME is pretty simple. Roll six normal dice, add up the scores, and try to be the first to reach 10,000 points. (Note: you can determine, beforehand to require winner to "reach exactly" or "pass" the 10,000 mark. The former is harder, of course, and the game takes longer.

EQUIPMENT NEEDED: Six normal dice and pencil & paper to keep score. Dice can be purchased at department and drug stores (near the playing cards and games). A piece of paper for scoring is fine. But click here for one you can print that has all the possible dice scoring on it.




1. Decide who starts the game (each person roll one (or two) dice; highest number starts the game). Go clockwise. Start the game.

2. Player one: roll all six dice. Add up your score (scoring chart is below). Set aside the dice used in your initial scoring and (if you wish) roll again the remaining dice that DID NOT contribute to your initial score. If the dice in the 2nd roll generate a new score add those points to your first score and also set those dice aside. Roll the remaining dice, looking for additional score, and so on until you can't score or run out of dice.

3. If you end up using all six dice in your first round, keep track of the total score and roll all six dice again if you wish. That is, if you are able to come up with any kind of score on a roll, you may keep rolling until you have used all six dice. At that point you can pick up all six dice and start the process over again, adding to your previous points.

4. You must stop rolling dice if you no longer roll a dice combination that generates any value. If you roll a hand that has no value you FARKLE, must yell the word, "Farkle," and lose your turn. You also lose all the points of that turn. (Yes, the trick is to anticipate when to stop rolling!)

5. If you choose to stop rolling during a turn before you FARKLE (come up with a scoreless roll) you keep all those points through your last roll. That is, you ONLY get points if you stop rolling BEFORE you FARKLE (roll a scoreless hand). If you roll a scoreless hand you lose all points from that turn.

6. To initially "get in the game" and have your scores added, you must roll 550 points or more in a turn and not FARKLE. That is, before any of your points count, you must reach 550 points in one turn. (Note: some versions of Farkle suggest 700 points to open the game; that can be difficult and, in my opinion, can allow one lucky player or more to get an unfair jump ahead. 550 is reasonable. You can also try the game without an opening threshold if you wish.)

7. After you finally "get in the game" with your initial 550 points (or more), you can save any amount of points you earn after that (in subsequent turns) and add them to your total. Your goal is to reach 10,000 points first!

8. Every player gets the same amount of turns. So, if there are 5 players, and the 2nd player gets to 10,000 points first, players 3-5 get one more turn.

9. FUN FARKLE OPTION: If a player forgets to yell "FARKLE" (after rolling a scoreless Farkle hand) before the next person rolls the dice, they lose 1,000 points. That is, if you have a Farkle hand, you need to yell "Farkle" before the next player rolls,or lose 1000 points (or miss a turn --- your choice!)





single "ones" are worth 100 points

single "fives" are worth 50 points

NOTE: A single ororor is worth zero. Same with pairs, unless three pairs in one roll (see below). One pair, or two pairs (unless or , of course) are worthless.


THREE OF A KIND in one roll:

three "ones" are worth 1,000 points

three "twos" are worth 200 points

three "threes" are worth 300 points

three "fours" are worth 400 points

three "fives" are worth 500 points

three "sixes" are worth 600 points


A STRAIGHT, (1,2,3,4,5,6) is worth 1,500 points


ANY THREE PAIR (for example, , , or , , ) are worth the TRIPLE value for each pair. That is, they worth their values as triplets. So, for the first example ( , , ), 200 + 500 + 300 = 1,000 points. In the second example ( , , ), 1,000 + 600 + 400 = 2,000 points.


Any four of a kind in one roll: 2 x the value of 3 of a kind. So, (4 "fours") is worth 400 x 2, or 800 points.


Any five of a kind in one roll: 4 x the value of 3 of a kind. So, (5 "threes") is worth 300 x 4, or 1,200 points.


Any six of a kind in one roll: 8 x the value of 3 of a kind. So, (6 "sixes") is worth 600 x 8, or 4,800 points. And, (six "ones") is the highest single roll you can get in Farkle: 1,000 x 8, or 8,000 points (Odds? See below!)


Any 2 triples (2 three of a kinds) is worth their regular value, plus an ADDITIONAL 300 points. So, if you roll , it is worth 600 + 400 and an extra 300, for 1,300 points.

Again, to win you need 10,000 points. (one option in this game: require "winner" to reach 10,000 exactly on final turn).


EXAMPLE OF ROLLS and SCORING. This is quite easy, and you will catch on quick.




Score: 50 + 50 + 100, or 200 points. (The other 3 dice are worthless)

Set aside the and roll again the . Let's say you get the following now from these 3 dice:



You have two s which are worth 100 points (50 + 50). NOW your total is 300 (200 + 100). Set aside the 2s and roll the remaining . Let's say it comes up a . A single is worthless, and your have FARKLED and must yell "Farkle" and pass the dice to the next player. You receive no points.

BUT, let's say this last dice comes up a , which is worth 100 points. You can add that to you previous 300 and roll again all 6 dice. You start your new roll of the dice with 400 points already. If you are able to keep rolling you add to this. If you FARKLE you loose them all. Remember, to even start the game you need 550 points.

Remember, you cannot combine dice from one roll with dice from a 2nd roll to make point combinations.

One more point: You are not required to use all dice if you don't wish to for a score. For example, if you have twos in a roll. You can chose to use one (or neither) of them if that fits your strategy (perhaps, hoping for s instead in the next roll).





I spent an afternoon calculating the odds of rolling various combinations. But I made a few mistakes and several Farklefans pointed them out and provided the expertise (PhD type people that like spreadsheets) to make accurate. Some of these calculations were a bit tricky, but I think we've got things nailed. If you think there is a misculation send me a note and I will pass along. And click here for a fuller list of calculations.


There are 6 x 6 x 6 x 6 x 6 x 6 possible rolls, or 46,656 unique possible rolls with six 6-sided dice

Odds of getting AT LEAST one or with one roll OR some kind of scorable combination (say, a triple, even without 's or 's)

6 dice: 97.5% chance you will get some kind of scorable roll. (I.e., 1 in 40 rolls you will Farkle, not score)
5 dice: 92.4% chance you will get some kind of scorable roll. (I.e., 1 in 13 rolls you will Farkle, not score)
4 dice: 84.3% chance you will get some kind of scorable roll. (I.e., 1 in 6.4 rolls you will Farkle, not score)
3 dice: 72.2% chance you will get some kind of scorable roll. (I.e., 1 in 3.6 rolls you will Farkle, not score)
2 dice: 55.6% chance you will get a  or  (so, a bit better than 50/50 chance you will
get to roll again when you roll with 2 dice, or 4 in 9 rolls you will Farkle with 2 dice
1 dice: 33.3% chance you will get a  or  (so, 2 of 3 one dice rolls will Farkle)

Odds of getting a straight, is 1 in 65 or 1.5 %

Odds of getting 3 pairs: 4.8 % (or 1 in 21 rolls)

Odds of getting six of one specific value: 1 in 46656. (I.e., odds of getting )

Odds of getting ANY six of a kind: 1 in 7776 (I.e., 222222 OR 333333 OR 555555,etc)

Odds of ANY triple (three of a kind): 29%, or more than 1 in 3.4.

Odds of SPECIFIC triple (, for example) is 4.9% or 1 in 20.5

Odds of getting any 2 triples (333666 or 222555, etc): 1 in 156 or 0.64%

Odds of any 4 of kind: 3.9% or about 1 in 26 rolls

Odds of any 5 of a kind: 1 in 259 rolls or 0.4%


If you are interested in the odds of other rolls (5,4,3,2, or 1 dice) click here.


Again, if you run the numbers and come out with different odds, let me know!



Click here if you wish to know more about the author, Jon Mutchler.