Score a turn, spot hot dice, and compare the roll total against your banked points.
| Category | Inputs | Formula | Score |
|---|
| Face | Trigger | Score | Note |
|---|---|---|---|
| 1 | Single | 100 | Always score |
| 5 | Single | 50 | Always score |
| 2-6 | 3 of kind | Face x100 | Base set |
| 4-6 | x2 / x4 / x8 | Boosted set | Stacks up |
| Combo | Dice needed | Score | Note |
|---|---|---|---|
| Straight | 1-6 | 1500 | All faces |
| Three pairs | 2,2,2 | 1500 | All six dice |
| Two triplets | 3,3 | 2500 | Big sweep |
| Hot dice | All score | Roll 6 | Reroll all |
| State | What it means | Effect | Next move |
|---|---|---|---|
| Farkle | No scoring dice | 0 points | Turn ends |
| Partial | Some dice score | Keep roll score | Reroll rest |
| Clean | All dice score | Hot dice | Roll 6 again |
| Banked | Hold points | Turn total grows | Pass turn |
| Roll | Pattern | Score | Lesson |
|---|---|---|---|
| 1,5,1 | Singles | 250 | Small safe gain |
| 1,1,1,5 | Triple + single | 1100 | Strong keep |
| 2,2,2,3,3,3 | Two triplets | 2500 | Huge burst |
| 1,2,3,4,5,6 | Straight | 1500 | Hot dice |
Score any three of a kind before counting loose ones and fives, because the set usually pays more.
If every die scores, roll all six again and keep the turn alive with a new push.
Jump to the scoring table and use this Farkle score calculator to total dice, spot hot dice, and bank turns with a cleaner read.
Farkle is a game that use six dice to score points. Players roll the dice to earn points; the more points a player score, the better the player is at playing Farkle. Players score points by rolling ones and fives, as well as sets of three identically numbered dice.
If a player rolls a turn with no ones, no fives, and no sets of three identically numbered dice, the player farkles and score no points for the turn. Points are scored in Farkle according to the face value of the dice. Each single die with the value of one is worth 100 points, and each single die with the value of five is worth 50 points.
If a player rolls a set of three dice with the same number on each die, then that set is worth 100 times more than the value of the die. For instance, three twos is worth 200 points, and three sixes are worth 600 points. Should a player roll four of a kind, the player doubles the points.
For five of a kind, the player scores four times the value of the die. For six of a kind, the player scores eight times the value of the die. The more high the valued set of dice that a player rolls, the more important it is for the player to score those points rather than chase points from rolling individual dice.
A player can choose to either bank the points that they earned during a turn, or the player can continue roll to potentially earn more points. If a player chooses to roll the remaining dice, but fails to roll any new scoring dice for that turn, the player farkles and loses all points earned that turn. Thus, a player must consider the potential farkles versus the potential for earning more points through continued rolling.
Each die that is set aside cannot be used again in that turn. Thus, a player should of be careful of setting aside many scoring dice for that reason. A player can achieve “hot dice” during a turn.
Hot dice is achieved when all six dice of a roll score a player points. If a player achieves hot dice, the player earns all the points from that roll, and rolls all six dice again for the next turn. A player who can achieve hot dice is at a benefit in that they can earn more points with six dice instead of fewer.
For instance, rolling a straight of 1-2-3-4-5-6 will score a player 1,500 points, and allow the player to roll the dice again. Rolling three pairs will score the same 1,500 points for a player, but allow them to roll there dice again. Thus, hot dice provide a player with a full set of six dice, which allows them to score the highest possible points in a turn.
One of the most common mistakes that players make is focusing on single die instead of sets. For example, a single die with the value of one is worth 100 points, and a single die with the value of five is worth 50 points. However, three dice with the same number are worth more points than five single dice.
For instance, three twos are worth 200 points, but five single dice will only score a player 150 points. Thus, players should focus on sets of dice to score the most points possible. If a player focuses too much on achieving single scoring dice, they may use all their scoring dice, and have few dice to roll for future turns.
The number of dice that a player has left to roll for a turn indicates the risk of farkling. For instance, if there are six dice in a turn, there is a high chance that at least one die will score a player points. Thus, six dice is the safest for a player to have remaining in their turn.
However, if a player only has one or two dice left to roll, the risk of farkling is high. Thus, a player must consider the number of dice left to roll before they roll again. If there are no dice left to roll, then a player has successfully rolled all their dice for the turn.
The player can either bank their points, or use the hot dice rule to roll their six dice again. For games that last for 10,000 points, consistency is the key to winning Farkle. For games that last for 5,000 points, a player can score a high number of points in a turn with hot dice.
A player can avoid the risk of farkling in long games of Farkle by focusing on the patterns of the dice. A player that understands the number value of sets of three dice, and the risk of farkling if a player has few dice left to roll, will score more points than a player that does not understand these aspects of Farkle. A turn-by-turn calculator can aid a player in Farkle in making these decisions.