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)
I was introduced to the game 2 months ago by my 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. This may give you advantage as you play the game.
OBJECT:
The object of the game is pretty simple. Roll six dice, add up the scores, and try to be the first to reach 10,000 points.
NUMBER OF PLAYERS: 2 or more
OBJECT OF THE GAME: Be the first to reach (or pass) 10,000 points.
EQUIPMENT NEEDED: Six normal dice and and pencil & paper to keep score. Dice can be purchased at department and drug stores (near the playing cards and games).
BASIC RULES:
1. Decide who starts the game (each person roll one dice, highest number starts). Go clockwise.
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 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.
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.
5. If you choose to stop rolling during a turn before you FARKLE (come up scoreless) 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).
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)
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. If a player forgets to yell "FARKLE" (rolling a scoreless hand) before the next person rolls the dice, they lose 1,000 points.
HERE ARE THE SCORING POSSIBILITIES PER ROLL
SINGLE DICE:
single "ones" are worth 100 points
single "fives" are worth 50 points
NOTE: A single
or
or
or
is worth zero. Same with pairs, unless three pairs in one roll (see below).
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
,
,
) is worth the 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.
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.
HERE IS YOUR FIRST ROLL:
.
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 2
s 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 two
s 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. I worked this out somewhat long hand with some basic statistics knowledge. If you are math genius and want to check out my calculations, please do so and send me the corrections
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 of...
6 dice: 91% chance you will get aor
(so, one in eleven 6 dice rolls will Farkle)
5 dice: 87% chance you will get aor
4 dice: 80% chance you will get aor
3 dice: 70% chance you will get aor
2 dice: 55% chance you will get aor
1 dice: 33% chance you will get aor
(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: 9.7 % (or 1 in 10.3 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: 55%, or more than 1 in 2.
Odds of SPECIFIC triple (
, for example) is 9.3% or 1 in 11
Odds of getting 2 triples (333666 or 222555, etc): 1 in 62 or 1.6 %
Odds of any 4 of kind: 6% or about 6 in 100, or 1 in 17
Odds of any 5 of a kind: 1 in 216 rolls or 0.5 %
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.