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Farkle scoring
Roll six dice, keep at least one scoring die, then choose: roll what is left, or bank what you have.
Scoring table
| Combination | Points |
|---|---|
| Single 1Each one, on its own | 100 |
| Single 5Each five, on its own | 50 |
| Three of a kindFace value × 100 — so three 4s is 400 | 200–600 |
| Three 1sOnes always score individually, so three of them is 3 × 100 | 300 |
| Four of a kindAny face | 1,000 |
| Five of a kindAny face | 2,000 |
| Six of a kindAny face | 3,000 |
| Straight (1-2-3-4-5-6)All six dice | 1,500 |
| Three pairsAll six dice | 1,500 |
| Two tripletsAll six dice | 2,500 |
In ranked play these same values are multiplied by your bet tier instead of 50, so a 10-coin bet pays one fiftieth of the practice numbers and a 50-coin bet pays one tenth.
How a turn works
- 1RollStart with all six dice.
- 2KeepSet aside at least one scoring die. Dead dice cannot be kept.
- 3DecideRoll the remaining dice for more, or bank everything you have kept.
- 4FarkleIf a roll contains no scoring dice at all, the turn ends and you lose everything unbanked.
Hot dice






If every die in a roll scores, you get all six back and keep accumulating on the same turn. That is where big scores come from — and where turns get lost, because the next roll can still farkle.
When to bank
With two dice left, roughly 44% of rolls farkle. With one die it is 67%. A rough rule: with three or fewer dice remaining and a few hundred points on the table, bank. The math stops favoring another roll long before it feels like it does.