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How to Play Farkle
Scoring/How to play continued
Single Die -
1 Spot 100
5 Spot 50
Six-Dice Straight 1,000
5 = 50 pts., Two 5s = 100, but three 5s = 500
1 = 100 pts., Two 1s = 200, but three 1s = 1000, any more 1s rolled and you double the value your 1s gave you. i.e. Four 1s = 2000, five 1s=3000, etc.
Rolling 3 of any number:
Three 2s = 200 (if you only roll 1 or 2 of any of these numbers (2,3,4,6) there is no point value)
Three 3s = 300
Three 4s = 400
Three 6s = 600
A straight (1-2-3-4-5-6) is worth 1000 points.
Triple double (or three pairs) is 600 points. (example: 2,2,4,4,5,5)
Scoring is based on selected dice each roll. You cannot earn points by combining dice from different rolls. For example, if you roll a 5 (50 points), and then roll two 5s (100 points), you can't combine them to form three of a kind (500 points).
The 1 and 5 dice are special, as they are the only dice that can be scored outside of a combination (such as three of a kind).
An example of a combination roll: You've rolled three 4s, a 2, 3,& 6. Your score is now 400. You pick up the 2,3 and 6 and roll them. You roll another 4, a 3, &5. You have doubled your 400 to 800 with the 4. You can add 50 pts for the 5 and stop at 850, or keep the 4, pick up the 5 and 3 and roll them again. or just pick up the 3 and try to get a 1 or a 5. Decisions, decisions!
Heckling your opponents is encouraged. For example, say, "Don't farkle!" as your opponent is rolling. Or, "I smell a farkle" or encourage a player to risk a huge amount of points by pointing out his inability to take risks or lack of courage (be creative). Remember, there's only a 5% chance of farkling!
(I've heard that Farkle is also sometimes called Zonk, Zilch, 5000, 10000, Wimpout!, and Hot Dice)
Farkle Rules, How to Play
First, DON'T be intimidated by all of these rules. Farkle is very easy to play and tons of fun!
What you need:
6 dice, 3 or more players. Any old dice will do, but try to get uniform ones. Hint: you can get really cool red casino dice from Restoration Hardware - you just need to ask them.
Object of the game: Be the first player to reach above 10,000 points on the final round.
Starting the game: Each player rolls one die. Person with the highest roll goes first.
Getting on the Scoreboard: You have to get at least 1000 to get on the board.
How to play and score points:
Each player takes a turn rolling the dice. Roll all six dice. A 1 or 5, three of a kind, three pairs, or a six-dice straight earn points. You must choose at least one scoring die. You can then either pass and bank your points (unless it is the first roll, in which you need to roll until you score 1000), or risk the points earned that turn and roll the remaining dice. If all of your dice have point value, the person keeping score should write down that number value. You can then decide to pick up all 6 dice and try to increase your score for that turn. However, you do risk the chance of 'farkling', which means you roll no point-scoring dice, you lose all of your accumulated points, and your turn ends.
Scoring is based on selected dice in each roll. You cannot earn points by combining dice from different rolls.
If none of your dice rolled earn points, you get a Farkle. (some games mandate that 3 Farkles in a row costs you 1,000 points - it's up to your group to decide).
You continue rolling until you either Pass, collecting the points you've earned, or you Farkle. Then the next player rolls the six dice. Play continues until it is your turn again.
Example: Your first roll shows 1, 2, 4, 4, 5, and 6. You keep the 1 and the 5 for 150 points. You then opt to roll the remaining four dice. On that roll you get 3, 4, 4, and 5. You select the 5 and decide to Pass and bank your points. Remember, in order to 'get on the board' and continue to score points, you must first get at least 1000 points)
The final round starts as soon as any player reaches 10,000 or more points. At this point, everyone has one chance to beat the high scorer's score. If someone does, that person then becomes the person to beat. Play continues until no one is able to beat the high scorer, and the high scorer wins.