How to use this Farkle score sheet
Farkle is a push-your-luck dice game for two or more players. On your turn you roll six dice, set aside at least one scoring die, and then decide: bank what you have, or re-roll the dice you did not keep and risk it all.
The turn, step by step
- Roll all six dice.
- Set aside at least one scoring die. If the roll contains no scoring dice at all, you have farkled — your turn ends and you score nothing for it.
- Bank your running total, or roll the remaining dice again.
- If all six dice end up scoring, you may roll all six again and keep accumulating.
Write the banked total for each turn in that player's column, keeping a running sum. First past 10,000 triggers the final round: everyone else gets one last turn to beat them.
Common house rules worth agreeing before you start
- Opening score. Many groups require 500 in a single turn before you can start banking. The sheet header assumes this — cross it out if you play open-entry.
- Three farkles. Some groups deduct 500 or 1,000 after three consecutive farkles.
- Stealing. In some variants you may pick up the previous player's dice and continue their total.
Farkle strategy
- With four or more dice left, rolling again is usually right — the chance of farkling is under one in six.
- With two dice left you farkle about 44% of the time. With one die, two thirds of the time. Bank early rather than chasing.
- Do not set aside a lone 5 for 50 points if it costs you a die you needed — keeping fewer dice raises your farkle risk sharply.
- Late in a game, the leader should bank conservatively and the trailer should push.
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