
Farkle is a classic dice game that combines elements of risk, strategy, and luck. With a simple setup and easy-to-learn mechanics, it’s become a go-to option for casual game nights, family gatherings, and group play.
Introduction to Farkle
Farkle is a turn-based game played with six standard six-sided dice. The primary objective is to be the first player to reach a target score, usually 10,000 points. Points are earned by rolling certain combinations, and players must decide whether to bank their points or roll again and risk losing them.
The game likely originated in the United States sometime in the 20th century, though its exact origins are unclear. It shares similarities with other dice-based games like Ten Thousand or Zilch. There is no official “ownership” or proprietary version of the game, which contributes to its many rule variants.
Understanding Farkle Rules
Each turn starts with a roll of all six dice. After rolling, players must set aside at least one scoring die (or combination) before deciding to either “bank” their points or roll the remaining dice again. If a player rolls and scores no points, it’s called a Farkle, and their turn ends with no points gained for that round.
Here’s how basic scoring works:
- Single 1s: 100 points each
- Single 5s: 50 points each
- Three of a kind:
- 1s = 1,000 points
- 2s–6s = 100 × face value (e.g., three 4s = 400)
- Four of a kind: 2× the points of three of a kind
- Five of a kind: 3× the points of three of a kind
- Six of a kind: 4× the points of three of a kind
- Straight (1–6): 1,500 points
- Three pairs: 1,500 points
- Two triplets: 2,500 points
Players must score at least 500 points in a single turn to get on the board. After that, they can bank any amount over zero.
For example, if you roll 1-1-5-2-3-6, you could set aside the two 1s (200 points) and the 5 (50 points) for 250 total. You’d then decide whether to roll the remaining three dice or bank the 250 points.
Farkle Strategies
Deciding when to bank or keep rolling is essential. More dice mean better chances of scoring, but rolling with two dice gives about a 50% chance of Farkling. Many players choose the strategy of banking once they’re down to two dice unless they’re far behind. Since 1s are worth 100 points and 5s only 50, it’s usually better to set aside 1s first to maximise scoring potential. For example, with a roll of 1-5-2-3-6-6, keeping just the 1 is often more efficient. To start scoring, you need 500 points, so bank early to get on the board.
Advanced Strategies
Understanding which dice combinations are likely to score helps avoid unnecessary Farkles. Rolling four dice gives about an 85% chance of scoring; three dice around 65%, two dice 45%, and one die just 17%. Use these stats instead of guessing.
Score chaining means keeping some scoring dice while rerolling others to maintain chances. For example, with 1-1-1-5-5-6, you might keep the 1s and reroll the rest. In multiplayer games, watch how others play- if they’re cautious, you might take more risks; if they’re aggressive, playing safe could pay off by letting their mistakes work in your favor.
Playing with Hot Dice
“Hot dice” refers to situations when all six dice score in a single turn. When that happens, you’re allowed to roll all six dice again and continue your turn.
For example, if you roll 1-1-5-5-5-1, you’ve scored using all six dice (two 1s = 200, three 5s = 500, another 1 = 100). That’s 800 points and a fresh chance to roll all six again.
Hot dice can lead to major scoring spikes, especially if used wisely. However, they also pose a greater risk of Farkling on the next roll.
Multiplayer Farkle
The game can be played with two or more players, though 3–6 tends to be ideal for balance and pace. Multiplayer dynamics add several layers:
- Turn Pressure: As others get closer to the winning score, players are forced into more aggressive choices.
- Tactical Banking: Sometimes it’s smarter to bank a modest amount just to secure points and keep pressure on the next player.
- Score Tracking: Keep track of opponents’ scores, especially late in the game. If someone is within 1,000–2,000 points of winning, it might be worth playing more aggressively or cautiously, depending on the situation.
Optional house rules like “exact finish” (where players must land exactly on 10,000) can add more tension and balance.
Advanced Farkle Strategy: The Probability of the “Bust”
While Farkle is a game of luck, understanding the mathematical probability of “Farkling” (rolling no scoring dice) is what separates casual players from consistent winners.
Knowing the Odds
The risk of losing your points increases significantly as you have fewer dice to roll. Professional players often use these “thresholds” to decide whether to bank or keep going:
6 Dice: Only a 2.3% chance of Farkling. You should almost always roll.
3 Dice: A 27.8% chance of Farkling. This is the “danger zone” where most players choose to bank if their current turn score is high.
2 Dice: A 44.4% chance of Farkling. Only roll if you are desperate to catch up.
1 Die: A 66.7% chance of Farkling. Statistically, you will lose your points 2 out of 3 times.
The “Expected Value” Rule
A common strategy is to only continue rolling 3 dice if your current turn total is less than 200-250 points. If you have already secured 300+ points on a single turn, the statistical “Expected Value” of rolling those remaining 3 dice is often lower than the risk of losing what you’ve already earned.
Popular NZ House Rules and Variations
Because Farkle is a traditional “folk game,” many New Zealand social clubs and families have developed their own unique twists to the standard rules.
| Variation Name | Rule Change | Impact on Gameplay |
| High Stakes (Stealing) | A player can choose to start their turn using the “leftover” dice from the previous player’s scoring turn. | Higher risk, but allows you to “piggyback” on someone else’s luck to start with a high base score. |
| Toxic Twos | Rolling four or more 2s in a single throw wipes out your entire game score, not just the turn score. | Adds a massive “press your luck” penalty that can reset the leader. |
| Welfare Rule | You must score exactly 10,000 to win. If you go over, the extra points are given to the player in last place. | Prevents the game from ending too abruptly and helps the underdog. |
| Hot Dice Mandatory | If you score with all 6 dice, you must roll all 6 again at least once. | Forces aggressive play and prevents “safe” banking on high-scoring rolls. |
The Curious History of Farkle
The origins of Farkle are as “shrouded in mystery” as the game is fun. While it is known by many names globally—including Zonk, Zilch, and 10,000—the name “Farkle” itself has several competing origin stories.
The Texas Legend: Some believe the game originated in Texas, where players supposedly used dice carved from the wood of “Farkleberry” bushes.
The Icelandic Theory: A popular (though likely mythical) story attributes the invention to a 15th-century knight named Sir Albert Farkle.
Modern Branding: In reality, the game was popularized in the 1980s and 1990s when commercial versions were trademarked in the US and Canada. Interestingly, in New Zealand, the term “farkle” is also used in motorcycle culture to describe “flashy accessories” (a portmanteau of function and sparkle).
FAQs
How do you play Farkle?
Players take turns rolling six dice to earn points from specific combinations. After each roll, at least one scoring die must be set aside or the turn ends with zero points (a Farkle).
Is Farkle just Yahtzee?
No. While both use six dice, Farkle focuses on risk-taking and point banking. Yahtzee relies on filling a scorecard with fixed combinations.
What does Farkle mean in slang?
Within the game, it means a roll that results in no points. Outside the game, the word has no widely accepted slang meaning.
What the heck is Farkle?
It is a push-your-luck dice game involving scoring combinations and decision-making. It’s easy to learn and often played in groups or digitally.
Can you combine dice from different rolls to make a triplet?
No. Scoring combinations must be achieved in a single roll. If you set aside a ‘5’ on your first roll and then roll two more ‘5s’ on your second roll, they count as three individual 5s (150 points total), not a triplet of 5s (500 points).
What happens if I roll “Hot Dice”?
If you manage to use all six dice in scoring combinations, you have “Hot Dice.” You can choose to bank your points or roll all six dice again to continue building your turn total. There is no limit to how many times you can achieve Hot Dice in one turn.
Where can I buy Farkle sets in New Zealand?
Official Farkle sets are available at major Kiwi retailers like Mighty Ape, Toyworld, and Whitcoulls. However, since the game only requires six standard dice and a notepad, many New Zealanders simply “DIY” their own sets.
What is the minimum score to “get on the board”?
In most NZ house rules, you must reach a threshold of 500 points in a single turn before you can begin banking any scores for the game.
Is a “Straight” worth more than Three-of-a-Kind?
Yes. A full straight (1-2-3-4-5-6) is typically worth 1,500 points, whereas Three-of-a-Kind ranges from 200 (for 2s) to 1,000 (for 1s).
What is a “Farkle” exactly?
A Farkle occurs when you roll the dice and none of them result in a scoring combination (no 1s, no 5s, and no triples/straights). When this happens, your turn ends immediately and you lose all points accumulated during that specific turn.
How many people can play Farkle?
Farkle can be played with as few as two people, but it is best with 3 to 8 players. Because it is a turn-based game, very large groups may find the “downtime” between turns too long.
Can I play Farkle online with friends in NZ?
Yes, there are numerous free versions available as mobile apps or browser games (often listed under the names Zilch or 10,000) that allow for private multiplayer rooms.
Is Farkle similar to Yahtzee?
While both involve rolling five or six dice to get combinations, Farkle is a “push your luck” game focused on cumulative totals, whereas Yahtzee is a “category” game where you fill a specific scorecard.
What is “Piggybacking” in Farkle?
Piggybacking is a variation where you can start your turn using the unrolled dice left by the previous player. If you score, you inherit their points from that turn as your starting base.

