Farkle

About Farkle

Farkle is a push-your-luck dice game played with six dice. On your turn you roll all six, set aside at least one scoring die or combination, and then either bank the points you have built up or roll the remaining dice to add more.

By the ToolFluency team · Updated October 2026

Play Farkle (10,000) free online: race the computer or a friend to 10,000, or take the Daily 10 challenge with the same dice for everyone. No download or sign-up.

How to use

  1. Press Roll to throw all six dice. Look for scoring dice: every 1 is worth 100, every 5 is worth 50, and three or more of a kind score much more. The full table sits under the dice.
  2. Tap the dice you want to keep. You must keep at least one scoring die from every roll. The running total for the turn updates as you pick, and Take best picks the highest-scoring dice for you.
  3. Now choose: Bank to add the turn total to your score and end your turn, or Roll again with the dice you did not keep to try for more.
  4. If a roll has no scoring dice at all, that is a Farkle: you lose everything from this turn and play passes on. The fewer dice you roll, the more likely it is.
  5. If you manage to score with all six dice, you have hot dice: you pick up all six and keep rolling on the same turn total.
  6. vs Computer and 2 Players are a race to 10,000. When someone gets there, the other player gets one last turn to beat it. The computer has three levels: Easy banks early, Medium plays the odds, and Hard pushes its luck when it has dice to spare and chases when it is behind. You take turns going first, game by game.
  7. Daily 10 is a solo challenge: ten turns with the same dice for everyone that day. Your best score, average and daily streak are kept.

Frequently asked questions

How do you play Farkle?

Farkle is a push-your-luck dice game played with six dice. On your turn you roll all six, set aside at least one scoring die or combination, and then either bank the points you have built up or roll the remaining dice to add more. If a roll produces no scoring dice, you Farkle and lose all the points from that turn. The first player to reach 10,000 points triggers a final round, and the highest score wins. The same game is also sold and played as 10,000, Zilch and Hot Dice.

How is Farkle scored?

Single 1s are worth 100 each and single 5s are worth 50 each. Three of a kind scores 100 times the face (three 4s = 400), except three 1s, which score 1,000. Four of a kind scores 1,000, five of a kind 2,000 and six of a kind 3,000. A straight (1-2-3-4-5-6) scores 1,500 and three pairs score 1,500. Two three-of-a-kinds in one roll simply add together (2-2-2-3-3-3 = 500), and four 1s score 1,100 here, as three 1s plus a single 1, because that beats the flat 1,000. Every combination must come from a single roll: you cannot add a die from one roll to dice kept from an earlier roll. Scoring varies between published rule sets; this game uses the same table as our printable Farkle rules.

What is a Farkle?

A Farkle is a roll with no scoring dice: no 1s, no 5s, no three of a kind and no six-dice combination. When it happens you lose all the points you built up during that turn (points you banked on earlier turns are safe) and your turn ends. The chance depends on how many dice you roll: about 2% with six dice, 8% with five, 16% with four, 28% with three, 44% with two and 67% with one.

What are hot dice?

If every one of your six dice has been set aside as scoring, across one or more rolls in the same turn, you have hot dice. You pick up all six and roll again, and the points keep adding to the same turn total. There is no limit to how many times this can happen in a turn, but a Farkle still wipes out the whole turn.

When should you bank in Farkle?

The fewer dice you have left, the sooner you should bank. A sound rule of thumb: with one or two dice left, bank almost anything of 300 or more, because you will Farkle about half the time or worse. With three dice, bank at around 350 to 400. With four dice, keep going until about 600 or more. With five or six dice, roll: the risk is small and the upside is large. Late in a game, the score matters more than the odds, so chase when you are behind.

What is the Daily 10?

Daily 10 is a solo challenge: you get ten turns to score as much as you can, and everyone who plays on the same day gets the same sequence of dice. Because the dice are fixed for the day, the difference between two scores is the decisions about when to bank and when to roll. Your first finished game is your score for the day, and finishing it on the day counts toward your daily streak. It cannot be restarted part-way; if you leave, it is kept and picks up where you left it. After you have a score you can replay the same dice as practice. Your record is kept in this browser, with no account needed.

Do you need 500 points to get on the board?

Some rule sets require a first banked turn of at least 500 (or 1,000) points before you can start scoring. This version does not use an entry score: any banked turn counts. It also does not apply the optional penalty for three Farkles in a row. Both are listed as house rules on the printable rules sheet if you want to play them at the table.

Is this game free?

Yes. It runs in your browser on a phone, tablet or computer with no download and no sign-up, and a game in progress is kept if you close the tab and come back. For another dice game on the same table, try Yacht Dice.

Part of ToolFluency’s library of free online tools for Games & Fun. No account needed, no data leaves your device.

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