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Most groups require a minimum first bank — commonly 500 or 1,000 points — before a player can start scoring at all.
Why people argue about this
People often argue that they should be allowed to start scoring with just a small point total like 100 or even zero, thinking it's too strict. But actually, the rule is designed to ensure players have enough points to compete fairly and avoid starting out at such low scores where winning would seem impossible.
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.
Why people argue about this
People often assume that rolling all six dice again is just a bonus round where you keep getting points without risk of losing them, but actually, it's part of the scoring system designed to maximize your score with every roll, and there's no limit means you can continue this process until you decide to stop or lose all your points.
Six standard six-sided dice.; Paper and pen, or a score sheet.
Why people argue about this
People often assume that Farkle requires dice of a different material than standard six-sided ones, like plastic instead of wood, leading to arguments about what constitutes "standard" dice. The confusion arises because this specific detail isn't mentioned in the official rules, leaving room for interpretation and debate among players.
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.
Why people argue about this
People often assume that the target score of 10,000 is a mandatory requirement set by the official rules, but in fact, it's just a common starting point agreed upon by players before they begin their game. The confusion arises because this number isn't explicitly stated as a rule; rather, it's an optional consensus among Farkle players about what score to aim for throughout the match.
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.
Why people argue about this
People often assume that if all six dice score in a single turn, they can only roll them again once more, forgetting about the limit of how long a turn can continue with hot dice. The confusion arises because Section 4 explicitly states there is no limit to how long a turn can last when you have "hot dice.
Only 1s and 5s score on their own. A 3 by itself is worth nothing — it must be part of a set.
Why people argue about this
People often assume that a 3 counts as a point if it's part of a set (like 3-3), but they forget that only individual 1s and 5s score on their own. So, when someone tries to score with just a 3, they get confused about whether the rule applies in this scenario or not.
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.
Why people argue about this
People often assume that if you farkle three times in a row, it only costs 100 points instead of 1,000 as stated in the official rules. They misunderstand how "Three farkles" is interpreted under Section 6, thinking it applies to just one turn rather than any three consecutive turns throughout the game.
Only 1s and 5s score on their own. A 3 by itself is worth nothing — it must be part of a set.
Why people argue about this
People often assume that rolling a 3 by itself scores nothing, forgetting that it needs to be part of a set (like three 3s) for points to count. This oversight stems from conflating the scoring mechanism with how dice are rolled and counted in farkle games.
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.
Why people argue about this
People often assume that if they have a higher score than the leader after the final round starts, they automatically win - which is incorrect. The key misunderstanding here is that only the player in last place gets one last chance to beat the current leader; everyone else's scores are irrelevant once the final round begins.
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.
Why people argue about this
People often assume they can only set aside one scoring die per turn, leading to arguments about whether they're allowed to save more than one score or if they must bank their points after each scoring roll. The confusion arises because the rule doesn't explicitly limit how many dice scores you can bank at once, just that you have to decide before choosing to reroll.