🎲 How to play
Farkle / 10,000 rules
Six dice. One big question every roll: bank it, or push your luck?
- Players
- 2–8
- Time
- 20–45 min
- You need
- 6 dice
The goal
Be the player with the most points once someone reaches 10,000. Hitting the target triggers a final round where everyone else gets one last turn to beat it.
How a turn works
- 1
Roll all six dice
On your turn, roll all six dice at once.
- 2
Keep at least one scoring die
Set aside any 1s, 5s or combos from that roll. You must keep at least one scoring die each roll.
- 3
Bank or roll again
Bank your turn points to add them to your score, or roll the remaining dice to try for more.
- 4
Don't Farkle
If a roll has nothing that scores, that's a Farkle — you lose every point from this turn and it passes on.
- 5
Hot dice!
If all six dice end up scoring, you get to pick them all up and roll six again, still adding to the same turn.
Roll and see
Try a roll — we'll explain what it's worth.
What scores
- Single 1100
- Single 550
- Three 1s1,000
- Three of a kind (2–6)face × 100
- Four / five / six of a kind2× / 3× / 4× triple
- Straight 1–61,000
- Three pairs750
Combos only count within a single roll — you can't build three of a kind across two rolls.
A sample turn
- 1.Roll 6 dice: 1, 5, 5, 5, 3, 2 → keep the 1 and three 5s = 600.
- 2.Roll the last 2 dice: 5, 4 → keep the 5 = 650.
- 3.One die left — risky! Bank 650 and pass the dice.
Winning tips
- Banking 300–500 early adds up fast.
- With one or two dice left, the odds of a Farkle are high.
- Keeping just a single 1 to re-roll five dice is often the smarter play.
Popular house rules
- Quick 5,000: a shorter race to 5,000.
- Tough Table: you need 500 in one turn to get on the board, and three Farkles in a row costs 1,000.
- Marathon 20,000: for long game nights.
Let Roundfello keep score
Roundfello adds up every Farkle / 10,000 turn for you, with live standings and a champion at the end.
Start keeping score