Common Farkle mistakes
Frequent Farkle errors: combining dice across rolls, keeping non-scoring dice, entry threshold, hot dice and the final round.

On this page
These are the errors that cause most Farkle disputes. This guide follows the six-dice game on our Farkle rules page. For scoring values see the Farkle scoring guide, and for risk advice the strategy guide.
Scoring mistakes
- Combining dice across rolls. A three, four, five or six of a kind, a straight, three pairs or two triplets must appear in a single roll. Dice kept from an earlier roll do not join a later one.
- Keeping a non-scoring die. Every die you set aside must score on that roll. A lone 2, 3, 4 or 6 is worthless.
- Using the wrong combination value. Three 1s score 1,000, not 300. Check the table when you agree the rules.
- Scoring before you set dice aside. Score each roll, set dice aside, then decide whether to roll again.
Turn mistakes
- Rolling all six dice after a partial score. Only the dice you did not set aside are rolled.
- Stopping on hot dice. When all six dice have scored you may roll all six again, or bank.
- Losing banked points to a farkle. Only the current turn’s unbanked score is lost. Your banked total is safe.
- Banking after a farkle. A roll with no scoring dice ends the turn with zero.
Entry mistakes
- Recording 450 as an opening score. The first banked score must be at least 500 in one turn.
- Applying the entry rule to later turns. After you have entered, any positive turn score can be banked.
Ending mistakes
- Ending the game at 10,000. Every other player gets one final turn.
- Skipping the entry rule in the final round. A player who has not scored 500 in one turn must still do so.
- Forgetting a tie-break. Agree how to settle a tie before you start.
Before you play
Agree the scoring table, the entry threshold and the target score. Different sets and groups use different values.
Sources & review
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