Farkle is really a fun and fast paced dice game. It is also very addictive. I’ve been playing this game because the ’80’s, and am still teaching new people how to play. It’s fun for both adults and children. Amethyst Dice think my 7 year old grandson could 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 at the ready whenever I might need them. I also keep a set at our cabin, for playing a quick game by lantern light.
THE OVERALL GAME of Farkle or 10,000
6 standard six sided dice, paper and pencil
Farkle is played by two or more players. Regarding 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 that reaches 10,000, after every player has finished their last turn, wins the 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.
One or more scoring dice must be reserve at the end of every throw, or the throw ends.
The player may either end their turn and bank the score accumulated so far, or continue to throw the rest of the 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 accumulated in that turn.
A new player Farkles if none of the dice score in any given throw, and all points for that turn are lost. They don’t lose the points already banked in some recoverable format from previous turns.
The dice are handed to the next player in a clockwise rotation, once they finish their turn. The new player now begins their turn.
Each player, following the first, can choose either to begin 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 rest of the three dice. Should they score with at least one die, they score 500 plus whatever additional score they accumulate.
It is possible to score with single die or with a variety of dice.
Each 1 is worth 100 points.
Each 5 will probably be worth 50 points.
Three 1’s are special. They’re worth 1000 points.
Three of a kind, except for 1’s, are worth 100 x their number. For instance, three 4’s are worth 400. Three 6’s are worth 600.
Four of a sort are worth the score 3 of a kind would 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 last example, 1200 would be multiplied by 2 for a complete score of 2400.
3 Pair are worth 1500
Straight is worth 3000 (all dice in one 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 total of 550. The dice that scored are set aside, leaving only one die left in play. The player can then have a chance and throw the rest of the die, or stop and score 550. If they do score with the single die, they add it with their score for that turn, and begin again rolling all six dice. If they didn’t score with the single die, they Farkle and lose all points for that turn.