Common Farkle mistakes

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

Read the Farkle rules

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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