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Dice Games
2–8 players
die, score sheet
10 essential rules
Farkle is a push-your-luck dice game. On your turn you roll six dice, set aside any that score, and choose: bank what you have, or reroll the rest for more. Roll no scoring dice at all — a farkle — and you lose everything accumulated that turn.
Most groups require a minimum first bank — commonly 500 or 1,000 points — before a player can start scoring at all.
If all six dice end up scoring, you have hot dice: roll all six again and keep adding to the same running total. There is no limit to how long a turn can continue.
Six standard six-sided dice.; Paper and pen, or a score sheet.
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Any number can play; two to eight keeps turns brisk.; Agree the target score (commonly 10,000) and the opening threshold before starting.; Highest single roll goes first; play passes clockwise.
If all six dice end up scoring, you have hot dice: roll all six again and keep adding to the same running total. There is no limit to how long a turn can continue.
Only 1s and 5s score on their own. A 3 by itself is worth nothing — it must be part of a set.
Different targets: 5,000 for a short game, 10,000 standard.; Welfare / stealing: you may continue the previous player's running total instead of starting fresh, inheriting the risk.; Three farkles: farkling three turns in a row costs you 1,000 points.
Only 1s and 5s score on their own. A 3 by itself is worth nothing — it must be part of a set.
The first player to reach the target (usually 10,000) triggers a final round — every other player gets one last turn to beat them. Highest total wins.
Roll all six dice.; Set aside at least one scoring die. You may set aside more.; Choose: bank the running total and end your turn, or reroll the remaining dice.