A game of Farkle on a pub table: three dice set aside showing a one each, three more dice tumbling out of a leather dice cup, and a score pad and pencil behind them

Farkle is a push-your-luck dice game for two or more players, played with six dice and a score sheet. You roll, set aside dice that score, and decide whether to bank your points or roll the rest again. Roll nothing that scores and you have “farkled”: every point from that turn is gone. The first player to reach 10,000 points sets the target for everyone else. This guide covers the Farkle rules, the full scoring chart (and where the boxed game differs), hot dice, popular house rules, and the exact odds behind the big decision: roll again or bank.

Farkle Rules at a Glance

Farkle
PlayersTwo or more.
EquipmentSix standard dice, a pen and a score sheet. A dice cup is handy.
GoalBe the first to 10,000 points; everyone else then gets one last turn to beat you.
On your rollSet aside at least one scoring die or combination, then bank or roll the rest.
FarkleA roll with nothing that scores. You lose the points from that turn.
Hot diceScore with all six dice and you can pick them all up and roll again.
Also calledTen Thousand, Dix Mille, Zilch, Greed, Hot Dice, Zonk and more.

How to Play Farkle

  1. Choose who starts. Everyone rolls one die; the highest roll goes first and play passes to the left.
  2. Roll all six dice.
  3. Set aside scoring dice. Take out at least one die that scores: a 1, a 5, or a combination such as three of a kind (see the scoring chart below). You do not have to take every scoring die.
  4. Bank or roll on. Stop and add your running total for the turn to your score, or roll the dice you have left to try to add more.
  5. Farkle. If a roll contains nothing that scores, your turn ends and the running total for that turn is lost. Points already on the score sheet are safe.
  6. Hot dice. If you set aside all six dice, you may roll all six again and keep building the same running total.
  7. Winning. When a player reaches 10,000 or more, every other player has one final turn to beat that score. The highest total wins.

Each combination has to come from a single throw. Set aside one 5 on your first roll and two more on your next, and you have 150 points, not three 5s worth 500.

An example turn

You roll 1, 1, 2, 3, 4, 6. You could take both 1s for 200, but setting aside just one 1 (100) and rolling five dice is the stronger play. Your five dice show 5, 5, 5, 2, 3: three 5s are worth 500, so your running total is 600 with two dice left. With two dice you farkle 44% of the time, so you bank the 600.

Hot dice work like this: with 250 in hand and two dice left, you roll 1 and 5. Both score (150), all six dice have now been set aside, and you pick up all six to roll again with 400 already in the turn.

Farkle Scoring Chart

Single 1s and 5s always score. Other numbers only count as three or more of a kind, or as part of a six-dice combination. The most widely used table is below; the boxed Farkle game sold in shops (PlayMonster) uses the same values with a few exceptions, shown in the right-hand column.

CombinationCommon rulesBoxed Farkle
Single 1100100
Single 55050
Three 1s1,000300
Three 2s / 3s / 4s / 5s / 6s200 / 300 / 400 / 500 / 600200 / 300 / 400 / 500 / 600
Four of a kind1,0001,000
Five of a kind2,0002,000
Six of a kind3,0003,000
Straight (1-2-3-4-5-6)2,5001,500
Three pairs1,5001,500
Four of a kind + a pair1,500 (counts as three pairs)1,500
Two tripletsScored as two sets of three2,500
To get on the score sheetAny score500 in one turn
Farkle scoring chart with dice: single 1 100, single 5 50, three 1s 1,000 (300 in boxed Farkle), three of a kind 100 times the number, four, five and six of a kind 1,000, 2,000 and 3,000, straight 2,500 (1,500 boxed), three pairs 1,500, four of a kind plus a pair 1,500, two triplets 2,500 in the boxed game
Agree the scoring before the first roll: Farkle is a folk game with many local versions.

Scoring a roll

One roll can often be scored several ways. Roll 1, 2, 3, 3, 3, 5 and you could take the three 3s (300) and roll three dice, take just the 1 (100) and roll five, or take the 1, the 3s and the 5 for 450. That last choice leaves one die; at the start of a turn the best play is to take the 450 and bank it.

Farkle Variations and House Rules

House ruleHow it works
Opening scoreYou must score 500 (sometimes 350 or 1,000) in a single turn before you can bank for the first time.
Three FarklesThree farkles in a row costs you 500 or 1,000 points.
Toxic twosRolling four or more 2s at once wipes out your turn (in harsher versions, your whole score).
Must roll hot diceAfter hot dice you have to roll all six again at least once.
Four, five and six of a kindInstead of 1,000 / 2,000 / 3,000, some tables double the three-of-a-kind value for each extra die.
WelfareYou must finish on exactly 10,000. Go over and that turn’s points go to the player in last place.
High stakes (piggybacking)You may start your turn by rolling the dice the previous player left; score with them and you collect a bonus on top (1,000 points, or the previous player’s turn total, depending on the table).
Five-dice FarkleThe original folk version: five dice, so there are no three pairs.

Farkle Strategy: When to Bank

Every Farkle turn comes down to one choice: stop now, or risk the running total for more. The answer depends on how many dice you would be rolling. Working through every possible roll exactly (common rules, aiming for the highest average score per turn) gives these points to stop:

Farkle strategy chart: with 6 dice the chance of a Farkle is 2.3% and you always roll; 5 dice 7.7%, bank at 3,100; 4 dice 15.7%, bank at 1,050; 3 dice 27.8%, bank at 450; 2 dice 44.4%, bank at 300; 1 die 66.7%, bank at 350
Roll again while your turn total is below the figure for the dice you have left.
  • Six dice: always roll. You farkle only 2.3% of the time (about 1 in 43), so with all six dice in hand, rolling is worth more at any total short of winning the game.
  • Five dice: roll unless you already have 3,100 or more. Four dice: bank at 1,050.
  • Three dice: bank at 450. Two dice: bank at 300.
  • One die: bank at 350. Below that it is worth the risk, because a 1 or a 5 on the last die gives you hot dice and six fresh dice to roll.

With the boxed scoring (three 1s are worth only 300), the stopping points come down a little: 300, 250, 400, 950 and 2,800 for one to five dice.

Keep fewer dice

Taking every scoring die is often a mistake, because each die you keep is one fewer to roll. Roll 2, 2, 2, 4, 5, 6 at the start of a turn and the best play is to keep only the 5 and roll five dice: that is worth about 370 points on average, against 262 for keeping the three 2s. In the example turn above, keeping a single 1 rather than both 1s works the same way.

What the strategy is worth

  • Playing these thresholds, you average about 608 points per turn.
  • Simply banking as soon as you reach 300 averages 545, roughly 10% less.
  • With the boxed game’s 500 needed to get on the score sheet, best play makes it in 53% of turns, about half.

Late in a game, the score matters more than the average: if you are far behind, you need bigger turns and should roll on; if one bank wins you the game, take it.

Farkle Odds

Dice rolledChance of a FarkleAbout 1 in
62.3%43.2
57.7%13.0
415.7%6.4
327.8%3.6
244.4%2.2
166.7%1.5

With one die, only a 1 or a 5 scores (2 faces out of 6). With six dice, a Farkle needs no 1, no 5, no three of a kind, no three pairs and no straight: just 1,080 of the 46,656 possible rolls.

10,000 Dice Game: Farkle by Another Name

Many families know Farkle as 10,000, Ten Thousand or, in French, Dix Mille, after the score you play to. It is the same game: six dice, 1s and 5s score on their own, three of a kind scores, you set aside scoring dice and then bank or roll on, and a roll with nothing that scores wipes out your turn. When someone reaches 10,000, everyone else gets one last turn to beat them.

What changes from one 10,000 table to the next is the fine print. Two published 10,000 rule sheets show how far apart they can be:

RuleCommon Farkle (this page)10,000 sheet A10,000 sheet B
To get on the boardAny score500 in one turn800 in one turn
Four of a kind1,000Double the three of a kind (four 2s = 400)Double the three of a kind (four 2s = 400)
Five of a kind2,000Triple it (five 2s = 600)Four times it (five 2s = 800)
Six of a kind3,000Four times it (six 1s = 4,000)Eight times it (six 1s = 8,000)
Straight 1–62,500Not listed1,000
Three pairs1,500Not listed1,000

Sheet A is Bees Boards’ “How to Play 10,000”; sheet B is a widely shared “10,000 dice game directions” printable, which also spells out that a three of a kind has to come in a single roll. So before the first roll, agree three things: the opening score, how four or more of a kind count, and whether straights and three pairs score.

10,000 compared with Farkle: getting on the board needs any score in common Farkle, 500 on one 10,000 rule sheet and 800 on another; four 2s score 1,000 or 400; six 1s score 3,000, 4,000 or 8,000; straights and three pairs score 2,500 and 1,500, are not listed, or 1,000 each. Chance of getting on the board in the first turn: 53% at 500, 39% at 800, 33% at 1,000
The bigger the opening score, the longer some players sit at zero.

How long does it take to get on the board? Playing only to reach the opening score, you make 500 in your first turn 53% of the time, about 1.9 turns on average. With 800 to open it drops to 39% (about 2.6 turns), and with 1,000 to 33%. These figures are exact, worked out over every possible roll.

Playing 10,000 with five dice: some families use five dice instead of six. Three pairs cannot happen, and the game often comes with an instant win for rolling five of a kind on the first roll of a turn.

Where Farkle Comes From

Farkle is a folk game, which is why so many versions exist. The makers of Pocket Farkel, sold since 1996, say it arrived in North America on French ships in the 1600s, and Farkle equipment and instructions dating to the 1700s have been found at Fort Chartres, Illinois. It goes by many names, among them Ten Thousand, Dix Mille, Zilch, Greed, Hot Dice and Zonk. Video game players know it from Kingdom Come: Deliverance, where it appears as Farkle, and its sequel, which calls it simply Dice and adds weighted dice.

More Dice Games

If you like pushing your luck with dice, try the pub classic Shut the Box. Casinos have their own dice games too: craps, played with two dice, and sic bo, played with three.

If you play for money, agree the stakes in advance and keep them small. Free, confidential support is available at BeGambleAware.org. 18+ only.

A dice game built on bluffing: Liar’s Dice, where everyone rolls under a cup and bids on the whole table.

Another dice game for a crowd: Bunco, played in teams at several tables with three dice and a bell.

Want a dice game with no decisions at all? Try Left Right Center, a pure-luck party game played with three dice and a few chips.

Push your luck with pigs: Pass the Pigs, where two pig figures replace the dice and a Pig Out wipes the turn.

Farkle: frequently asked questions

How do you play Farkle?

Roll six dice and set aside at least one die that scores: a 1, a 5, three of a kind or a six-dice combination. Then either bank your points for the turn or roll the remaining dice for more. If a roll has nothing that scores, you farkle and lose that turn’s points. The first player to 10,000 sets the target, and everyone else gets one last turn.

What scores in Farkle?

A single 1 is 100 and a single 5 is 50. Three of a kind is 100 times the number (three 1s are 1,000 in the common rules, 300 in the boxed game). Four, five and six of a kind are 1,000, 2,000 and 3,000, three pairs are 1,500, and a 1-2-3-4-5-6 straight is 2,500 (1,500 in the boxed game).

What are hot dice in Farkle?

If every one of your six dice has been set aside for scoring, you have hot dice: you can pick all six up and roll again, adding to the same running total. There is no limit to how many times this can happen in one turn.

Can you reroll all 6 dice in Farkle?

Only with hot dice, after all six have scored. Otherwise you roll just the dice you have not set aside.

Do you have to roll a 1 or a 5 in Farkle?

No. Any scoring combination keeps your turn alive: three of a kind of any number, three pairs or a straight count even without a 1 or a 5.

What happens if you Farkle three times?

In the standard rules, nothing extra: each Farkle just costs you that turn’s points. A popular house rule takes 500 or 1,000 points off your score for three Farkles in a row.

When should you bank in Farkle?

With the common scoring, bank at 300 or more with two dice left, 450 with three, 1,050 with four and 3,100 with five. With one die, bank at 350. With all six dice in hand, keep rolling.

What are the odds of a Farkle?

It depends on how many dice you roll: 66.7% with one die, 44.4% with two, 27.8% with three, 15.7% with four, 7.7% with five and 2.3% with six (about 1 in 43).

Are Farkle and 10,000 the same game?

Yes. 10,000 (also Ten Thousand or Dix Mille) is another name for Farkle: six dice, 1s and 5s score, three of a kind scores, and you bank or roll on until someone reaches 10,000. Rule sheets differ on the details, such as the score needed to get on the board and how four or more of a kind count.

Can you play 10,000 with five dice?

Yes. Some families play with five dice. Three pairs cannot be rolled, and many tables add an instant win for five of a kind on the first roll of a turn.

What is four of a kind in the 10,000 dice game?

It depends on the rule sheet. Many 10,000 sheets double the three-of-a-kind score, so four 2s are worth 400 and four 1s 2,000; common Farkle rules score any four of a kind as 1,000.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

Latest News

Artificial Intelligence in Gambling – How It Is Changing the Future of the Industry

As online casinos adopt machine learning models and artificial intelligence in gambling becomes the next disruption, you don’t want to be left behind. Read on to learn about the impact AI will have on the future of the gambling industry.

Arabian Football Betting Trends – Stay Current on Betting Preferences in the Middle East!

Keep abreast of the latest Arabian football betting trends with the Arabian sports betting insights below. This guide covers the most popular bet types with Arab bettors and the top bookmakers for Arabian and global football competitions.

Al-Nassr vs PSG | Cristiano Ronaldo vs Lionel Messi

The biggest event in world football is scheduled to take place later this month as Al Nassr vs PSG is on the cards.

Yggdrasil Collaborate with Reflex to Release Dublin Up DoubleMax

Yggdrasil and Reflex are set to launch Dublin Up DoubleMax, an Irish-style video, as one of their latest releases. The slot game is designed by incorporating Yggdrasil’s proprietary Game Engagement Mechanic (GEM) DoubleMax coupled with unique features like free spins bonus and fairy magic.