Games Rules Explained

Printable Farkle rules

The whole game on one page: what you need, the setup, a turn, the scoring and how to win. It prints in two columns without the site around it.

Full Farkle rules

Farkle in one page

2+ players · 6 dice · pencil and paper

Roll six dice, set aside at least one scoring die (1s, 5s, or combinations like three of a kind), then either bank your points or roll the remaining dice for more. If a roll has no scoring dice, that's a Farkle and you lose everything from that turn. The first player to reach 10,000 points triggers the end, and everyone else gets one last turn.

In brief

  • Roll 6 dice, keep at least 1 scoring die each roll
  • Bank your turn total or roll the leftover dice
  • No scoring dice = Farkle, lose the turn's points
  • All 6 dice scored = hot dice, roll all 6 again
  • 1 = 100, 5 = 50
  • Three of a kind = 100 x number (three 1s = 1,000; box says 300)
  • 4 of a kind 1,000 · 5 of a kind 2,000 · 6 of a kind 3,000
  • Straight 1-6, three pairs, or 4 of a kind + pair = 1,500
  • Two triplets = 2,500
  • 500 in one turn to get on the board (box rule)
  • First to 10,000; everyone else gets one last turn

Setup

  1. Grab 6 dice and a score sheet with a column for each player.
  2. Each player rolls one die; the highest roll goes first. Play passes to the left.
  3. Agree on the house rules before you start: most importantly, whether three 1s score 1,000 or 300, and whether you need 500 points in one turn to get on the board. The PlayMonster box requires 500 to get on the board.

On your turn

  1. Roll all six dice.
  2. Set aside at least one scoring die or combination. You must keep at least one scoring die from every roll, but you don't have to keep all of them.
  3. Add the kept dice to your running total for the turn. Then choose: bank the running total and pass the dice, or roll the remaining dice to try for more.
  4. If you roll again and none of the dice score, that's a Farkle. You lose all points from this turn and pass the dice to the left.
  5. If all six dice end up scoring (hot dice), you may pick up all six and keep rolling, adding to the same running total.

Scoring

Single 1100
Single 550
Three 1s1,000 (box: 300)
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kind1,000
Five of a kind2,000
Six of a kind3,000
Straight 1-2-3-4-5-61,500
Three pairs1,500
Four of a kind plus a pair1,500
Two triplets2,500

Winning

When a player banks 10,000 or more, every other player takes one final turn. The highest total after those last turns wins. If a player passes the leader during the final turns, the leader doesn't get another turn. If two players tie for the top score, most groups play one extra turn each to break it.

gamesrulesexplained.com/farkle/ · rules checked September 2026