Farkle is really a fun and fast paced dice game. It’s also very addictive. I am playing this game since the ’80’s, and am still teaching new people how to play. It’s fun for both adults and children. I think my 7 year old grandson may even like playing it more than I do! I carry a set of dice in the glove compartment of my car, so they are in the ready whenever I may need them. I also keep a set at our cabin, for playing an instant game by lantern light.

THE OVERALL GAME of Farkle or 10,000

Requirements:

6 standard six sided dice, paper and pencil

Farkle is played by two or more players. In the case of this game, the more the merrier. Each player has a turn at throwing the dice, one following the other. yoursite.com in a score, and the scores for every player accumulate to the winning total of 10,000. The first person that reaches 10,000, after every player has finished their last turn, wins the game.

To start the game, each player throws one die to see who goes first. The best number starts the game.

Each player throws all six dice at the start of their turn.

A number of scoring dice must be reserve at the end of every throw, or the throw ends.

The player may either end their turn and bank the score accumulated up to now, or continue to throw the rest of the dice to try to enhance their score.

If a player has scored with all six dice, they continue their turn with a new throw of most six dice, increasing the score they have already accumulated in that turn.

A new player Farkles if none of the dice score in any given throw, and all points for that turn are lost. They don’t lose the points already banked on paper from previous turns.

The dice are handed to the next player in a clockwise rotation, after they finish their turn. The new player now begins their turn.

Each player, following the first, can choose either to begin with their turn all six dice, or by throwing the dice remaining after the previous player has completed their turn. For instance, if a player banks three 5s for a score of 500, another player may choose to roll the remaining three dice. Should they score with a minumum of one die, they score 500 plus whatever additional score they accumulate.

Scoring

It is possible to score with single die or with a variety of dice.

Each 1 is worth 100 points.

Each 5 will probably be worth 50 points.

Three 1’s are special. They’re worth 1000 points.

Three of a kind, except for 1’s, are worth 100 x their number. For example, three 4’s are worth 400. Three 6’s are worth 600.

Four of a kind are worth the score 3 of a sort could have given, then doubled. For instance, three 6’s are worth 600, so times it by 2 for 1200 points.

Five of a kind are worth the score 4 of a sort would have given, then doubled. In the last example, 1200 will be multiplied by 2 for a complete score of 2400.

3 Pair are worth 1500

Straight will probably be worth 3000 (all dice in a single roll – 1,2,3,4,5,6)

In case a player throws 1-2-4-4-4-5, they score three 4’s (400), the single 1 (100), and the single 5 (50) for a complete of 550. The dice that scored are reserve, leaving only one die left in play. The player can then take a chance and throw the remaining die, or stop and score 550. Should they do score with the single die, they add it with their score for that turn, and commence again rolling all six dice. If they didn’t score with the single die, they Farkle and lose all points for that turn.

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