Farkle Rules and Scoring: Four Rule Sets in One Table — illustration
Dice Games

Farkle Rules and Scoring: Four Rule Sets in One Table

How a Farkle turn works, and why three 1s, straights and three pairs score differently depending on whose rules you learned. Four published tables, side by side.

CurioRank EditorialOct 23, 20266 min read

Quick Answer

Roll six dice, set aside at least one scoring die (single 1s are 100, single 5s are 50, three of a kind scores 100 times the face), then bank your running total or roll the rest. A roll with nothing scoring is a Farkle and wipes the turn. First to 10,000 triggers a last turn for everyone else. Agree on a scoring table first: published rules disagree on three 1s, straights and three pairs.

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Best for: Farkle fans who want zero downtime

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Key takeaways

  • PlayMonster's boxed rules score three 1s at 300, while the Wikipedia base table, freethedice and Smart Box Design all score them at 1,000.
  • A 1-6 straight is worth 1,000, 1,500, 2,500 or 3,000 depending on the rule set, so settle it before the first roll.
  • Dice from different rolls never combine: a 5 kept on one roll plus two 5s on the next is 150, not 500.
  • Under the boxed rules your first banked score must be at least 500, and banked points can never be lost.
On this page

Side-by-side comparison

Gamewright Qwixx Fast Family Dice Game

#1

Gamewright Qwixx Fast Family Dice Game

~$11.99Owner rating ★ 4.8

The pick for a Farkle table that wants something new: the same six-dice, roll-and-mark rhythm, but every player can score off every roll, so nobody waits through a long push-your-luck turn.

Players
2-5
Time
15 minutes
Ages
8+
Format
Modern designer dice game

Best evidence

Every player participates on every roll - no waiting for your turn

Main trade-off

Score pad refills run out faster than expected with regular play

Steve Jackson Games Zombie Dice

#2

Steve Jackson Games Zombie Dice

~$26.38Owner rating ★ 4.8

The closest cousin to Farkle's core decision. Each turn is the same stop-or-keep-rolling gamble, with custom dice instead of a scoring table to argue about.

Players
2+
Time
10-20 minutes
Ages
10+
Format
Press-your-luck party dice

Best evidence

Decisions matter - press your luck mechanic creates real table tension

Main trade-off

Zombie theme can feel dated at this point

TENZI Party Pack Dice Game (6 Sets of 10 Colored Dice)

#3

TENZI Party Pack Dice Game (6 Sets of 10 Colored Dice)

~$28.95Owner rating ★ 4.8

For big, loud tables where a Farkle turn feels too slow: everyone rolls at once and the first to match all ten dice wins, so there is no downtime at all.

Players
1-6
Time
2-5 minutes per round
Ages
7+
Format
Party speed dice

Best evidence

Zero learning curve - explainable in 15 seconds, playable by ages 6 to 96

Main trade-off

Pure speed-and-luck mechanic offers little long-term strategic depth

* Prices are approximate. Tap Buy to see current pricing on Amazon.

Gamewright Qwixx Fast Family Dice Game
Our top pickCurioRank 86

Gamewright Qwixx Fast Family Dice Game

4.8(16,771 reviews)
  • Every player participates on every roll - no waiting for your turn
  • 15-minute play time hits perfectly between filler and main event
  • Mensa Select winner with genuine strategic decision space

If Farkle is a hit, Qwixx keeps the six-dice, roll-and-mark rhythm but lets every player score off every roll, so there is no waiting through someone else's long turn.

Check price on Amazon$11.99Price checked Oct 17, 2026

What you need: six standard six-sided dice, a pencil and a score pad. The boxed edition from PlayMonster ships exactly that: six dice, a shaker cup and a score pad. The goal: finish with the highest score over 10,000.

Farkle is a folk game, and Wikipedia notes that variant rules differ between playing communities. This guide teaches the turn from PlayMonster's boxed rules, then lines up four published scoring tables side by side so your table can pick one before the first roll.

Set up in under a minute

  1. Choose a scorekeeper. One person records every banked score.
  2. Pick the first player. Everyone rolls one die; the highest roll starts and play passes to the left.
  3. Agree on a scoring table. Use the comparison below. This step settles most arguments in advance.

Play a turn, step by step

  1. Roll all six dice.
  2. Set aside at least one scoring die. Single 1s and 5s score; other numbers score only as three or more of a kind, or in the bigger combinations below. PlayMonster requires at least one die removed after every roll.
  3. Add it to your running total, then choose: bank the total, or roll the dice you have left.
  4. Farkle if nothing scores. If a roll shows no scoring dice, you lose the running total for that turn and pass the dice. It can happen on your very first roll.
  5. Use hot dice. Set aside all six and you may pick them all up and keep building the same running total.

The rule people forget: dice from different rolls never combine. A 5 set aside on one roll plus two 5s on the next is 150 points, not three 5s for 500.

Getting on the board

Under PlayMonster's rules, your first banked score must be at least 500. After that you can stop whenever you like, and banked points are safe for the rest of the game.

Ending the game

When someone's banked total reaches 10,000 or more, each other player gets one last turn to beat it, and the highest score wins. Freethedice's printable rules phrase it as finishing the round so everyone has the same number of turns.

Farkle scoring: four rule sets compared

Every number below comes from that source's own table. "Not listed" means the rule set does not score that combination in its base rules.

CombinationPlayMonster boxWikipedia base tableFreethediceSmart Box Design
Single 1100100100100
Single 550505050
Three 1s3001,0001,0001,000
Three 2s to 6s100 × face100 × face100 × face100 × face
Four of a kind1,0001,000Optional ruleNot listed
Five of a kind2,0002,000Optional ruleNot listed
Six of a kind3,0003,000Optional ruleNot listed
1–6 straight1,5002,500 ("run")3,0001,000
Three pairs1,5001,5001,500500
Four of a kind + pair1,500Not listedNot listedNot listed
Two triplets2,500Not listedNot listedNot listed
Opening threshold500VariantOptional 500Not listed
Three farkles in a rowNot listedVariantOptional −1,000−1,000

Freethedice scores four, five and six of a kind only through optional rules that multiply the triple score.

Sources: PlayMonster rules PDF, Wikipedia's base table from Arnold's Playing Grandma's Games, freethedice.com rules PDF, Smart Box Design rules.

Pick one rule set before you roll. The four tables agree on single 1s, single 5s and triples of 2s through 6s. They split on three 1s, the straight and three pairs. A straight alone is worth anywhere from 1,000 to 3,000 depending on whose sheet you learned from. When two players disagree about a score, they are usually both reading a real table, just not the same one.

PlayMonster's 300 for three 1s is not a misprint. Wikipedia records that the commercial Pocket Farkel scores three ones at 300 rather than 1,000, and freethedice lists the same value as an optional "Pocket Farkle" rule. If you own the box, that is the rule printed inside it.

Two worked turns

One roll, two answers

You roll 1, 1, 1, 2, 4, 5 and keep the three 1s plus the 5:

  • PlayMonster: 300 + 50 = 350
  • Wikipedia base, freethedice or Smart Box: 1,000 + 50 = 1,050

Same dice, a 700-point gap. That is the whole case for agreeing on a table first.

A full turn with hot dice

This one follows the sample in PlayMonster's rules:

RollDice rolledKeptRunning total
1SixOne 5 (50)50
2FiveOne 1 (100) + three 4s (400)550
3OneA 1 (100), now hot dice650
4SixThree 3s (300), then stop950 banked

Roll 3 is the gamble. With one die left, Wikipedia puts the odds of rolling a 1 or 5 at 1 in 3. Two times in three you farkle and lose the 550.

House variants worth naming out loud

  • Opening threshold: 500 is common; Wikipedia also lists 1,000.
  • Three-farkle penalty: −500 or −1,000, while the boxed rules list none.
  • Forced hot-dice roll: some groups make you roll all six at least once after hot dice.
  • No-score opening roll: freethedice's optional "Nobody Loses" rule turns a scoreless first roll into 300.

If your table likes Farkle

Farkle needs only the six dice you already own. If the group enjoys push-your-luck scoring, Zombie Dice runs on the same "stop or keep rolling" tension. Qwixx keeps everyone scoring on every roll, and TENZI Party Pack suits a big, loud table. The full field is in our dice games beyond Yahtzee roundup and the dice games category. For more rules walk-throughs, see how to play mancala and how to play American mahjong.

Common questions

What are hot dice in Farkle?
If you set aside all six dice as scoring dice, you have hot dice. PlayMonster's rules let you pick all six up and roll again, adding to the same running total. Some groups require at least one more roll once you have hot dice.
Can you Farkle on your first roll?
Yes. PlayMonster's rules say a Farkle can happen on your first roll or on any later roll. Freethedice lists an optional Nobody Loses rule that scores a scoreless first roll as 300 instead, but it is a house option, not the base rule.
Do you have to keep every scoring die?
No. You must set aside at least one scoring die after each roll, but freethedice's rules state you are not required to score every scoring die, so you can leave some to reroll.
Can you add dice from different rolls together?
No. Each combination has to appear in a single roll. PlayMonster's example: one 5 on your first roll and two 5s on your second count as 150 points, not three 5s for 500.
How many points do you need to get on the board?
PlayMonster's boxed rules require a running total of at least 500 before your first score is recorded. Other groups use 1,000, and some play with no opening threshold at all.
Is there a penalty for three Farkles in a row?
Not in PlayMonster's boxed rules. Smart Box Design deducts 1,000 points, freethedice offers a minus 1,000 option, and Wikipedia lists minus 500 as a common variant.

Research Sources

  1. PlayMonster — Farkle official rules PDF (contents, turn rules, 500 opening score, scoring table, sample roll)
  2. Wikipedia — Farkle (base scoring table from Arnold's Playing Grandma's Games, scoring and play variations)
  3. freethedice.com — printable Farkle rules PDF (scoring combinations and optional rules)
  4. Smart Box Design — Farkle rules (three pairs 500, six-dice straight 1,000, three Farkles lose 1,000)

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