Last updated: March 29, 2026
Push-your-luck dice game. Roll six dice, set aside scoring combinations, and decide whether to bank or keep rolling. First to 10,000 points wins.
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Farkle is a push-your-luck dice game with roots in 15th-century Europe. Players roll six dice, set aside scoring combinations, and face a simple but tense decision: bank points or keep rolling. Roll no scoring dice and you Farkle, losing every point accumulated that turn. The first player to reach 10,000 wins. Sir Thomas More mentioned a similar dice game in his writings around 1520, though the name 'Farkle' itself is likely American, dating to the mid-20th century. The game requires almost no equipment, just six dice and a score sheet, which explains its spread through Midwest American households and military barracks. Start a game above and roll your way to 10,000.
You roll 1, 3, 3, 4, 5, 6. The 1 (100 points) and 5 (50 points) are scoring dice. You set both aside for 150 points and roll the remaining four dice, hoping for a three-of-a-kind or more 1s and 5s.
After two rolls you have 450 points banked this turn with three dice left. The probability of Farkling with three dice sits at about 28 percent. You weigh the odds: a safe bank of 450, or a risky roll that could push you to 700 or wipe you out.
You trail by 1,200 points. On your turn you set aside all six dice across three rolls, accumulating 1,800 points. Since all dice scored, you pick up all six and keep rolling. You bank 2,400 total and take the lead, turning a losing position into a winning one.
Play Farkle right here in your browser. No downloads, no sign-ups, no dice to lose under the couch. Roll against the CPU, set aside your scoring combinations, and chase 10,000 points. The game tracks your score automatically so you can focus on the one question that matters: bank or roll?
Approximately 2.3 percent. With all six dice in play, at least one 1 or 5 appears on about 97.7 percent of rolls, plus any three-of-a-kind combinations. The risk climbs fast as you set dice aside: about 15 percent with four dice, 28 percent with three, and 44 percent with two.
No. You choose which scoring dice to set aside. Sometimes it is smarter to keep a die for a potential three-of-a-kind on the next roll rather than banking it as a single. For example, if you roll two 1s, you might set aside only one and roll the other five dice hoping for a third 1.
You get 'hot dice.' You keep your accumulated turn score, pick up all six dice, and roll again. This is the best possible outcome because it resets your Farkle risk to the lowest level while preserving your points.
Yes. When a player reaches 10,000, every other player gets one final turn. If someone surpasses the leader's score on that turn, they win instead. The final round ensures no one is penalized for going first.
They share the same core mechanic but differ in scoring details. Zilch (also called Dix Mille or Ten Thousand) uses slightly different point values for certain combinations. The push-your-luck decision remains identical across all variants.
Farkle distills dice gaming to its purest form: roll, score, decide. The rules are simple. The decisions are not. Bank too early and you fall behind. Push too hard and you lose everything. Start a game above and see if you can reach 10,000 before the CPU does.