Farkle: The Complete Guide to the Ultimate Push-Your-Luck Dice Game
Quick Info
- Players
- 2–8
- Equipment
- 6 standard dice + paper for scoring
- Difficulty
- Easy
- Game Length
- 20–45 minutes
- Also Known As
- Farkel, Zonk, 10000 variant
Introduction
Farkle is one of the world’s most popular dice games, and for good reason. The push-your-luck mechanic makes every roll a nail-biting decision: do you bank your points or risk everything on one more throw? With nothing more than six standard dice and something to write on, Farkle delivers more tension, elation, and agony than games ten times its complexity.
The beauty of Farkle lies in its simplicity. Anyone can learn the rules in under five minutes, yet the strategic depth — knowing when to press your luck and when to play it safe — keeps seasoned players coming back for hundreds of games. It is a game that rewards nerve, punishes greed, and creates unforgettable moments around the table. A player sitting on 800 accumulated points faces a genuinely agonising choice: bank a solid score, or roll three remaining dice for a shot at breaking 1,000?
Farkle goes by many names around the world — Zonk, Zilch, Greed, Hot Dice, and 10,000 (Dix Mille) among them. The core mechanic has been played as a folk game for generations, long before any commercial version existed. Today it remains one of the most accessible and addictive games you can play with nothing but a handful of dice.
What You Need
Farkle requires almost no equipment, making it a perfect game for travel, camping, pubs, or anywhere you have a flat surface. Here is what you need:
- 6 standard six-sided dice — any regular dice will do. Dedicated Farkle sets often include coloured or engraved dice, but plain white dice work perfectly.
- Paper and pencil for scoring — or use a scoring app on your phone. You need to track each player’s running total and individual turn scores. A simple grid with player names across the top works well.
- A flat rolling surface — a table, tray, or box lid to contain the dice. Some groups use a dice cup, but rolling by hand is traditional.
That is genuinely all you need. No board, no cards, no tokens. This minimalism is a large part of Farkle’s enduring appeal — you can teach it and start playing within minutes.
How to Play Farkle
Farkle is played in turns. On each turn, the active player rolls dice, sets aside scoring combinations, and decides whether to bank points or keep rolling. Here is the complete step-by-step process:
- Roll all 6 dice The active player picks up all six dice and rolls them. Examine the results for any scoring combinations: individual 1s and 5s, three-of-a-kind, straights, three pairs, and other special combinations (see the Scoring Table below).
- Set aside at least one scoring die After each roll, you must set aside at least one die that contributes to a scoring combination. You may choose to set aside more scoring dice if you wish, but at least one is mandatory. Dice that have been set aside cannot be re-rolled.
- Choose: BANK your accumulated points for this turn, or roll remaining dice for more This is the heart of Farkle. After setting aside scoring dice, you face a choice. You can bank — end your turn and add all points accumulated this turn to your overall score. Or you can roll again — pick up the remaining (non-set-aside) dice and throw them, hoping to score even more. Every time you roll again, you risk a Farkle.
- Hot dice: if all 6 dice are set aside, roll all 6 again If you manage to set aside all six dice as scoring dice (across one or more rolls within a turn), you earn “hot dice.” Pick up all six dice and roll them again, continuing to add to your running total for this turn. There is no limit to how many times you can earn hot dice — legendary turns of 5,000+ points are rare but possible.
- FARKLE! If a roll produces NO scoring dice, you lose ALL points accumulated this turn If you roll the remaining dice and none of them form a scoring combination, you have Farkled. All points from this turn are wiped out. Your overall score remains unchanged, but you gain nothing. Play passes to the next player. This is the risk that makes every roll exciting.
- First player to reach 10,000 points wins (others get one final turn) When a player banks points that bring their total to 10,000 or more, the endgame is triggered. Every other player gets one final turn to try to surpass that score. After all remaining players have taken their final turn, the player with the highest total wins.
Farkle Scoring Table
Understanding the scoring combinations is essential to playing Farkle well. The following table shows all standard scoring combinations:
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 (or 300 in some variants) |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kind | 2× three-of-a-kind value |
| Five of a kind | 4× three-of-a-kind value |
| Six of a kind | 8× three-of-a-kind value |
| Three pairs | 1,500 |
| Straight (1–2–3–4–5–6) | 1,500 |
| Two triplets | 2,500 |
Remember that three-of-a-kind must be scored as a set, not as individual dice. For example, three 5s scores 500 points (not 3 × 50 = 150). Similarly, a straight (1–2–3–4–5–6) and three pairs must be scored on a single roll of all six dice — you cannot assemble them across multiple rolls within a turn.
Scoring Examples
To illustrate how scoring works in practice, consider these sample rolls:
- Roll: 1, 3, 3, 3, 4, 6 — Three 3s = 300 points, plus the single 1 = 100 points. Total available: 400 points. You could set aside all four scoring dice and roll the remaining two, or bank 400.
- Roll: 2, 2, 4, 4, 6, 6 — Three pairs = 1,500 points. This is a hot dice situation since all six dice score, so you could roll all six again.
- Roll: 5, 2, 3, 4, 6 (five dice) — Only the single 5 scores (50 points). The 2, 3, 4, and 6 are worthless individually. You must set aside the 5 and decide whether to roll the remaining four dice.
- Roll: 2, 3, 4, 6 (four dice) — No 1s, no 5s, no three-of-a-kind. FARKLE! You lose all points from this turn.
Opening Score Requirement
In standard Farkle rules, a player must accumulate at least 500 points in a single turn to “get on the board.” Until you bank a turn worth 500 or more, you cannot begin building your overall score. This rule has several important effects on gameplay:
- It forces early-game risk-taking. You cannot play it safe by banking 100 or 200 points — you must push your luck until you reach the 500 threshold.
- It creates early tension. Players who fail to get on the board while others are already scoring feel mounting pressure, which often leads to riskier decisions and more Farkles.
- It prevents ultra-conservative play. Without the opening requirement, a cautious player could bank tiny scores every turn and grind toward 10,000 with minimal risk. The 500-point gate ensures everyone must gamble at least once.
Once you have banked your first 500+ turn, the opening requirement no longer applies. From that point forward, you can bank any amount on subsequent turns, no matter how small.
The Farkle Decision: When to Stop vs. Roll Again
The central strategic question in Farkle is always the same: should I bank or should I roll? Understanding the probabilities behind this decision separates competent players from compulsive gamblers.
The critical factor is the number of dice you have left to roll. The fewer dice remaining, the higher the chance of Farkle. Here is the approximate probability of Farkle based on the number of dice you are about to roll:
| Dice Remaining | Farkle Probability | Safe Rolls (out of 100) |
|---|---|---|
| 6 dice | 2.3% | ~98 safe |
| 5 dice | 8% | ~92 safe |
| 4 dice | 16% | ~84 safe |
| 3 dice | 28% | ~72 safe |
| 2 dice | 44% | ~56 safe |
| 1 die | 67% | ~33 safe |
The numbers tell a clear story. Rolling six dice is nearly risk-free — you will Farkle only about 1 in 43 times. Rolling a single die, on the other hand, is a two-thirds gamble. The practical breakpoint is around three dice: with a 28% Farkle chance, you are risking roughly one failure out of every four rolls.
The decision becomes nuanced when you factor in the amount already accumulated this turn. Risking 150 points with three dice? Probably worth it. Risking 1,200 points with two dice? Almost certainly not, unless you desperately need a big score to catch up.
Strategy Tips
- The “500 rule” — bank anything over 500 early in the game. In the opening and mid-game phases, consistently banking scores in the 500–800 range is more reliable than swinging for the fences. Steady accumulation beats occasional big turns punctuated by devastating Farkles.
- Hot dice dilemma — always roll hot dice. When you have set aside all six dice and earned hot dice, you must roll again (in most rule sets). Even if not mandatory, you should roll: the Farkle probability with six dice is only 2.3%. The expected value of rolling is overwhelmingly positive.
- End-game aggression — take more risks when behind. If you are trailing and another player is approaching 10,000, conservative play will not save you. This is the time to roll with two or even one die, chasing big turns. You have nothing to lose — a guaranteed loss through caution is worse than a probable loss through bold play.
- The trap of small scores with few dice. One of the most common mistakes is setting aside a single 5 (50 points) and rolling five dice. While the 50 points feel “free,” you are often better off setting aside more dice if available, or banking what you have if the accumulated total is solid. Small set-asides leave you with fewer dice and progressively higher risk.
- Three dice is the danger zone. With three dice, you face a 28% chance of Farkle. If you have already accumulated 500 or more points this turn, seriously consider banking. The expected gain from rolling three dice rarely compensates for the risk of losing a strong turn.
- Watch the other players’ scores. Farkle is not played in isolation. If you are in the lead, play conservatively — bank moderate scores and let your opponents take the risks. If you are behind, you need to take calculated gambles. Adjust your risk tolerance based on the scoreboard, not just your current turn.
Farkle Probability Deep Dive
For mathematically inclined players, the probability calculations behind Farkle are fascinating. The Farkle probability for each number of dice is derived from counting the outcomes that produce no scoring dice whatsoever — meaning no 1s, no 5s, and no three-of-a-kind or higher combinations.
With a single die, the non-scoring faces are 2, 3, 4, and 6 — four out of six possibilities, giving a 4/6 = 66.7% Farkle rate. With two dice, both must land on non-scoring faces, but we must also account for the (tiny) possibility of doubles that could contribute to three-of-a-kind — which they cannot with only two dice. So the calculation is straightforward: (4/6)^2 = 44.4%.
With three or more dice, the calculation becomes more involved because three-of-a-kind must be considered. Three 2s, three 3s, three 4s, or three 6s all score, even though individual 2s, 3s, 4s, and 6s do not. This is why the Farkle rate drops more steeply than a simple (4/6)^n formula would predict. With three dice the actual rate is about 28% rather than the 29.6% that the simple formula gives, because three-of-a-kind rescues some otherwise non-scoring rolls.
At six dice, the sheer number of combinations makes a complete Farkle extremely rare. You would need all six dice to show only 2s, 3s, 4s, and 6s, with no value appearing three or more times, and no three-pair combination. There are only 4^6 = 4,096 ways to roll all non-1-non-5 faces, and many of these contain three-of-a-kind or three pairs. After subtracting those, only about 1,080 out of 46,656 total outcomes produce a Farkle — giving the famous 2.3% figure.
Expected Value per Roll
Beyond Farkle probability, experienced players think in terms of expected value — the average number of points a roll will produce. With six dice, the expected value of a single roll is approximately 500 points. This drops to roughly 250 with four dice, 125 with three, and only about 50 with two. When the expected gain from rolling is lower than the points you would lose by Farkle-ing, the mathematically optimal play is to bank.
The practical rule of thumb: if your accumulated turn score is more than double the expected value of your next roll, bank it. This heuristic aligns well with the full probability analysis and is easy to apply during a fast-paced game.
Farkle Score Tracker
Track your game scores with our interactive calculator. Enter each turn’s banked points.
Interactive dice simulator and score tracker coming soon!
Farkle Variants
Farkle belongs to a large family of push-your-luck dice games. Over the decades, numerous variants have emerged with slightly different scoring rules, names, and traditions:
Greed
Greed uses a slightly different scoring table. In Greed, three 1s typically score 300 points (rather than 1,000), and some versions award bonus points for specific four-of-a-kind combinations. The opening score requirement may also differ — some Greed rule sets require only 300 points to get on the board. Greed tends to produce lower-scoring, more cautious games than standard Farkle.
Zilch
Zilch (also called Zonk) is functionally the same game as Farkle under a different name. The term “zilch” replaces “farkle” for a non-scoring roll. Some Zilch variants include a “must beat” rule where a player who Farkles three times in a row loses 500 or 1,000 points from their total as a penalty, adding even more tension to the push-your-luck decision.
10,000 (Dix Mille)
10,000, known in France as Dix Mille, is the European name for substantially the same game. The target score is always 10,000 points (hence the name). European versions often include additional scoring combinations such as four of a kind = 1,000, five of a kind = 2,000, and six of a kind = 3,000 as flat values rather than multiples of the three-of-a-kind value. The opening requirement varies by region, with some continental versions requiring only 350 points to start.
Cosmic Wimpout
Cosmic Wimpout is a commercial dice game first produced in the 1970s that shares Farkle’s core push-your-luck mechanic but uses only five custom dice with special symbols. Each die has a unique wild face (the “black star”), and several additional rules — like the “You May Not Want To But You Must” rule for certain combinations — give it a distinct personality. It developed a cult following in the American counterculture and remains in production today.
History of Farkle
The precise origins of Farkle are lost to history, which is typical of folk dice games. Push-your-luck dice games using simple scoring combinations have been played for centuries across Europe and America, evolving through oral tradition rather than written rulebooks. The concept of banking accumulated points or risking them on another throw is a gameplay pattern found in cultures worldwide.
The name “Farkle” appears to have emerged in mid-20th-century America, though its etymology is uncertain. Some sources suggest it derives from a slang term meaning “to fumble” or “to mess up,” which fits the feeling of watching your accumulated points vanish. Others point to various regional American dice traditions where the game was passed down through families and social groups under different names.
The game gained broader commercial recognition when Legendary Games Inc. trademarked the name “Farkle” and released a boxed version in 1996. This commercialisation brought standardised rules to a game that had existed in countless house-rule variants. The boxed version includes six coloured dice, a dice cup, and an official rulebook, though the game plays identically with any six standard dice.
In Europe, the game has been played as 10,000 or Dix Mille for just as long, with French, German, and Scandinavian variants all predating the American commercial version. The European tradition tends to include slightly more scoring combinations and lower opening requirements, resulting in a subtly different game feel. Regardless of the name or the specific variant, the core experience — the thrill of deciding whether to bank or roll — has remained unchanged for generations.
Today, Farkle enjoys a renaissance driven by mobile apps, online play, and a resurgence of interest in tabletop gaming. Multiple digital versions are available for smartphones and tablets, and Farkle tournaments are organised in pubs, game cafes, and community centres around the world. Its status as one of the simplest yet most engaging dice games ever invented seems firmly secure.
Frequently Asked Questions
You need six standard six-sided dice to play Farkle. Some players use a dice cup or tray for rolling, but these are optional. You will also need paper and a pencil (or a scoring app) to keep track of each player’s running total.
When you Farkle (roll dice that produce no scoring combinations), you lose all points accumulated during that turn. Your overall score remains unchanged, but you gain nothing for the turn. Play immediately passes to the next player.
Hot dice occurs when you manage to set aside all six dice as scoring dice across one or more rolls in a single turn. When this happens, you pick up all six dice and roll them again, adding to your running turn total. There is no limit to how many times you can earn hot dice in a single turn.
Yes, in standard Farkle rules you must score at least 500 points in a single turn to “get on the board.” Until you achieve this opening score, any banked points below 500 do not count. This rule adds extra tension to the early game and forces players to push their luck at least a little.
Farkle, Zilch, and 10,000 (Dix Mille) are essentially the same core game with minor regional scoring variations. Farkle is the most common American name, Zilch and Zonk are alternative names, and 10,000 or Dix Mille is the European name. The main differences are in bonus scoring rules and whether certain combinations like two triplets or four-of-a-kind are recognised.
Yes, but only if the die shows a 1 (worth 100 points) or a 5 (worth 50 points). All other individual dice (2, 3, 4, 6) are worth nothing on their own. This is why rolling with only one or two dice left is extremely risky — you have very few chances of hitting a scoring number.
A typical game of Farkle takes 20 to 45 minutes with 2 to 4 players. Games with more players or more cautious play styles can take up to an hour. The 10,000-point target ensures games have a satisfying arc from opening to endgame.
The probability of Farkle on the first roll (with all six dice) is approximately 2.3%, or about 1 in 43 rolls. This is because with six dice, it is very likely that at least one die will show a 1 or 5, or that some three-of-a-kind combination will appear. The risk increases dramatically as you roll fewer dice.