Farkle: Rules and How to Play

Farkle is a 20-minute dice game for 2–4 players. Roll six dice, set aside the ones that score, and bank your points before you push your luck too far. Free in your browser, no sign-up.

Objective

Farkle is a push-your-luck dice game for two or more players, also known as Ten Thousand or Zilch. Each turn you roll six dice, set aside the ones that score, and decide whether to bank your points or roll the rest for more. Roll nothing that scores and you lose everything from that turn. Reaching the target starts a final round, and the highest score wins.

Setup

How to play

Winning and scoring

Common variants

Defaults on this site

Anything the party can change is listed in the house rules table.
ItemDefault on this site
Players2–4 players (set automatically by the party size)
Turn time limitNone by default (the host can set 30 or 60 seconds)
If someone drops mid-gameReopening on the same device returns you to your seat. If you do not return, the CPU plays in your place.
DrawsIn ranked play, a draw counts as halfway between a win and a loss for your rating.
Source of the rulesBased on the standard reference rules

Rules supervised by Qdan, Inc. (based on the standard reference rules)

House rules

Defaults follow the standard reference rules. The party can change these.

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
Scoring tableScoring tableA triple is three of the same number, worth 100 times the number (1,000 for ones). Three pairs means three different pairs. In Standard, each extra die of a kind doubles the points, so six of a kind is huge. In the Fixed table those combinations have set values instead, but there are more six-dice combinations and they pay more.Standard: four of a kind is twice the triple, five is four times, six is eight times, and three pairs are 1,000. Fixed: four is 1,000, five 2,000, six 3,000, three pairs 1,500, plus four of a kind with a pair for 1,500 and two triples for 2,500.StandardCan be changed
Target scoreReaching this score starts the final round. The times in brackets are a guide for 2–4 players.10,000 (about 10–35 min)Can be changed
Opening minimumOpening minimumBanking means adding the points you set aside this turn to your total and ending your turn. With 500, a player still on zero cannot bank until that turn's points reach 500, so they must keep rolling. That raises the risk of farkling early and makes it easier to fall behind.What a player on zero needs before they can bank for the first time.None (0)Can be changed
Swap first player on rematchPlay again switches who goes first.OnCan be changed

Terms

Unbanked points
What you have set aside this turn. A farkle loses all of it.
Set aside
Moving scoring dice out of the roll. Dice from different rolls never combine.
Bank
Adding this turn's points to your total and ending the turn. Banked points are safe.
Farkle
A roll with no scoring dice at all. The turn's unbanked points go to zero.
Final round
The one extra turn each other player takes after someone reaches the target.
Scoring table
Which combinations are worth what. Pick the standard table (default) or the fixed one; the board's Scoring panel always shows the table in use.

FAQ

Why can I not keep my selection?

Every selected die has to be used by the score. Check whether a non-scoring die slipped in.

Can I combine dice from different rolls?

No. A combination has to come from one roll.

Do I win as soon as I reach the target?

No. Everyone else takes one more turn first, and then the highest score wins.

What is four of a kind worth?

In the default standard table it is twice the triple, so four 2s are 400 and four 1s are 2,000. The fixed table gives 1,000 whatever the face.

Play now with these rules

Last updated 2026-09-21 · Run by Qdan, Inc.