Classic Farkel is an easy dice game that requires only six dice with a pen and paper to keep scores. According to Farkelrules.com, Sir Albert Farkle began the game in the 14th century. Other sources believe Farkel sailed over with sailors on French merchant ships in the 1600s. Regardless of how it got started, Farkel is an established online and board game. Although the play may be simplistic, the scoring is quite complicated.
Roll the dice and examine the values.
Score your roll using the established Farkel scoring table. The scoring focuses on either the value of a single die or a combination. Ones and fives have the highest single value and score as one die or in a combination. Ones are worth 100 points, and fives 50 points.
A combination of anything other than ones or fives must include at least three dice. Three ones are 1000 points; three twos are 200 points; three threes are 300 points; three fours are 400 points; three fives are 500 points and three sixes are 600 points.
Combinations also include groups of dice not all the same number.
Six dice in ascending order (1,2,3,4,5,6) equals 1000 points and three sets of pairs (such as 1,1,2,2,3,3) equals 750 points. Some die combinations totaling more than three die (2,2,2,2) double in score. For example, four twos is worth 400 points. A combination does not count unless it occurs in a single roll.
Bank your score if appropriate. This is a strategic decision. As long as a player scores at least one point in a roll, she has the option to bank the points or continue rolling. Banking points means the end of your turn. You must score at least 500 points in the first turn before you can bank.
Pick out scoring dice and roll the remaining dice again. This is the option if you do not bank. For example, if you roll two fives, you may put the two fives aside and pick up the remaining four dice to roll. If you score on all six dice, you may pick up the six dice and roll again. Rolling with no resulting score, known as a farkel, means you forfeit all points made during your turn. If you roll a good hand on the first try, you must decide whether to risk that hand or stop by banking.
Continue game play until one player reaches 10,000 points. At that point, each player has one more turn. The players must keep rolling until they beat the leader's points or farkel.
Roll the dice and examine the values.
Score your roll using the established Farkel scoring table. The scoring focuses on either the value of a single die or a combination. Ones and fives have the highest single value and score as one die or in a combination. Ones are worth 100 points, and fives 50 points.
A combination of anything other than ones or fives must include at least three dice. Three ones are 1000 points; three twos are 200 points; three threes are 300 points; three fours are 400 points; three fives are 500 points and three sixes are 600 points.
Combinations also include groups of dice not all the same number.
Six dice in ascending order (1,2,3,4,5,6) equals 1000 points and three sets of pairs (such as 1,1,2,2,3,3) equals 750 points. Some die combinations totaling more than three die (2,2,2,2) double in score. For example, four twos is worth 400 points. A combination does not count unless it occurs in a single roll.
Bank your score if appropriate. This is a strategic decision. As long as a player scores at least one point in a roll, she has the option to bank the points or continue rolling. Banking points means the end of your turn. You must score at least 500 points in the first turn before you can bank.
Pick out scoring dice and roll the remaining dice again. This is the option if you do not bank. For example, if you roll two fives, you may put the two fives aside and pick up the remaining four dice to roll. If you score on all six dice, you may pick up the six dice and roll again. Rolling with no resulting score, known as a farkel, means you forfeit all points made during your turn. If you roll a good hand on the first try, you must decide whether to risk that hand or stop by banking.
Continue game play until one player reaches 10,000 points. At that point, each player has one more turn. The players must keep rolling until they beat the leader's points or farkel.