Farkle scoring guide: combinations, hot dice and banking

All Farkle scoring combinations from the PlayMonster table, with worked turns showing entry, farkles and the final round.

Read the Farkle rules

On this page

This guide explains how points are counted in the game on our Farkle rules page: six dice, 500-point entry and a 10,000-point target.

What scores

Only these dice score, and a combination must appear in a single roll.

Dice from one roll Score
Single 1 100
Single 5 50
Three 1s 1,000
Three 2s 200
Three 3s 300
Three 4s 400
Three 5s 500
Three 6s 600
Four of a kind 1,000
Five of a kind 2,000
Six of a kind 3,000
Straight, 1-2-3-4-5-6 1,500
Three pairs 1,500
Four of a kind plus one pair 1,500
Two triplets 2,500

A single 2, 3, 4 or 6 scores nothing.

Worked turns

A normal turn. You roll 5, 4, 3, 2, 6, 1 and set aside the 5 and the 1: 150 points. You roll the remaining four dice and get 4, 4, 4, 2. Three 4s score 400. Your turn total is 550, and you bank it.

A farkle. You have 600 unbanked points and roll your last two dice: 3 and 4. Neither scores, so the turn ends and you score zero for it. Your earlier banked total is safe.

Hot dice. After scoring all six dice, you roll all six again. The turn score keeps building on what you already have. If that next roll is a farkle, you lose everything from the turn.

Entry threshold

Your first banked score must reach 500 in a single turn. A turn of 450 does not go on the sheet. After you have entered, you can bank any positive turn score.

Ending the game

When a player banks a total of 10,000 or more, everyone else takes one final turn. A player who has not yet scored 500 in a turn must still do so in that final turn. After the last turn, the highest total wins. Agree a tie-break before the game.

Variants

Some groups drop the 500 entry rule, play to 5,000 or 20,000, or penalise three farkles in a row. Others leave out the straight and three-pairs. Settle these before the first roll.

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