Farkle

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How to play

Roll all six dice. Set aside any scoring dice and either bank your points or risk rolling the remaining dice again for more. If a roll leaves no scoring dice at all, that's a Farkle — you lose every point you hadn't banked yet this turn, and play passes to the next player. If you score with all six dice, you get a "hot dice" bonus: pick them all back up and keep rolling.

Common scoring combos (house rules vary, use whatever your group plays):

  • Single 1 = 100, single 5 = 50
  • Three of a kind = the number × 100 (three 1s = 300, three 4s = 400, etc.)
  • Four/five/six of a kind = double/triple/quadruple the three-of-a-kind value
  • Straight (1-2-3-4-5-6) = 1000, three pairs = 750

Enter the total you banked at the end of each turn on this sheet (0 if you Farkled). Most groups require an "on the board" minimum — often 500 points — on a player's first scoring turn before they can start banking; that's not enforced here, just something to agree on before you start. Keep adding rounds until someone's running total reaches the winning score you set in Options (default 10,000). Official rules give every other player one final equal turn to try to beat the leader once someone crosses the target — the sheet doesn't track that automatically, so keep playing those last turns before calling the game.