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Roll to open the turn.
1s and 5s score on their own • Three of a kind or better for the rest • Farkle wipes the turn
A farkle game you can play right here, free. Six dice, a pencil-and-paper classic, and one delicious decision that never goes away: bank the points you have, or roll again and risk the lot. Farkle is the folk dice game of family tables and long journeys — roll, set aside the dice that score, and keep pushing until greed meets a roll with nothing in it. That empty roll is a farkle, and it wipes every unbanked point of your turn. Here you race a bot rival to 10,000 points across three very different personalities, and every day brings a Daily Farkle: the same seeded dice for everyone, a sprint to 3,000 in the fewest turns you can manage. No download. No sign-up. It works on your phone and your PC.
Genre
Dice · Press Your Luck
Players
1 vs Bot
Platform
Browser · Mobile · PC
Price
Free

In this guide
- How to play Farkle
- The full Farkle scoring table
- Farkles, hot dice and the real odds
- Meet your three opponents
- Strategy: when to bank, when to roll
- Daily Farkle and the streak
- A short history of Farkle
- Farkle FAQ
How to play Farkle
Farkle is a turn game. On your turn you roll all six dice. Some of them score — the scoring table below has every combination — and you must set aside at least one scoring die before you can do anything else. Dice you set aside move into the tray, and their points pile up as your turn points. Then comes the decision that defines the game: press Bank and those points are yours forever, or roll the dice that are left and try to add more. Every roll is a fresh gamble, because if a roll contains no scoring dice at all, you have farkled — the turn ends on the spot and every unbanked point in the tray vanishes.
Two rules complete the picture. First, getting on the board: your very first bank of a match must be worth at least 500 points. Small banks do not count until you are on the board; after that first 500, any bank is fine. Second, hot dice: if every die in a roll ends up set aside — all six scored across the turn — all six dice come back into your hand and you roll them again, keeping every point already in the tray. Hot dice are how ordinary turns turn into thousand-point monsters.
A match is a race to 10,000 points. You and the bot take turns. Reaching 10,000 does not end things instantly: the other side always gets one final turn to overtake you, and if that produces a dead heat, both sides play one more turn each until the tie breaks. In the game above, tap the dice to keep them, use Set Aside to move them to the tray, and Bank when your nerve or your maths says stop. The line under the dice always shows what your current pick is worth.
| Action | Phone / tablet | PC / laptop |
|---|---|---|
| Roll the dice | Tap Roll Dice | Click Roll Dice or press Space |
| Pick scoring dice | Tap the dice | Click dice or type 1 to 6 |
| Set the picked dice aside | Tap Set Aside | Click Set Aside or press Enter |
| Bank your turn points | Tap Bank | Click Bank or press Enter before a roll |
| Change mode | Tap Menu or Daily in the top bar | Click Menu or Daily in the top bar |
The full Farkle scoring table
Only two single dice score on their own: a 1 is worth 100 and a 5 is worth 50. Everything else needs company. Three of a kind is the backbone — worth the face times 100, so three 4s are 400 — with one famous exception: three 1s are worth 1000. The big combinations live at the bottom of the table, and every one of them uses dice you might otherwise spend cheaply, which is why a roll full of pairs deserves a second look before you grab the obvious single 1.
| Dice | Combination | Points |
|---|---|---|
| 1 | Single 1 | 100 |
| 5 | Single 5 | 50 |
| 1 1 1 | Three 1s | 1000 |
| 2 2 2 | Three 2s | 200 |
| 3 3 3 | Three 3s | 300 |
| 4 4 4 | Three 4s | 400 |
| 5 5 5 | Three 5s | 500 |
| 6 6 6 | Three 6s | 600 |
| Any four matching | Four of a kind | 1000 |
| Any five matching | Five of a kind | 2000 |
| Any six matching | Six of a kind | 3000 |
| 1 2 3 4 5 6 | Straight | 1500 |
| Three different pairs | Three pairs | 1500 |
| Four matching plus a pair | Four of a kind plus a pair | 1500 |
| Two sets of three matching | Two triplets | 2500 |
One subtlety worth knowing: when dice can be read two ways, this game always reads them the better way for you. Four 1s, for example, can be a flat four of a kind for 1000 — or three 1s (1000) plus the fourth 1 as a single (100), which is 1100. You get the 1100. The same generous reading applies everywhere: the tray readout only ever shows a pick that makes every die you touched part of a score, and it shows the best score that pick can make.
Farkles, hot dice and the real odds
A farkle is not about rolling badly. A roll of 2, 2, 3, 4, 6, 6 looks busy, but it holds no single 1, no single 5, no three of a kind and no big combination — so it scores exactly nothing, and if it arrives mid-turn it takes the whole tray with it. The chance of that happening depends on one thing only: how many dice you roll. We counted every possible outcome — all 46,656 results of a six-dice roll and every smaller roll down to a single die — so these are exact numbers, not estimates.
| Dice rolled | Rolls with no score | Farkle chance |
|---|---|---|
| 6 | 1,080 of 46,656 | About 2.3% |
| 5 | 600 of 7,776 | About 7.7% |
| 4 | 204 of 1,296 | About 15.7% |
| 3 | 60 of 216 | About 27.8% |
| 2 | 16 of 36 | About 44.4% |
| 1 | 4 of 6 | About 66.7% |
Read the table as a danger curve. Rolling six fresh dice is nearly safe — a farkle arrives barely once in 43 rolls. Rolling three dice busts more than one turn in four. And rolling a single die is a coin flip weighted against you: two times in three, it shows a 2, 3, 4 or 6 and your turn dies. This is why experienced players guard their dice count so carefully, and why hot dice matter so much: a hot-dice reroll puts you back at six dice, the safest seat in the game, with a tray already full of points.
Meet your three opponents
Your rival is a bot with a fixed temperament, and the temperaments genuinely play differently. Cautious Carla banks early — around 300 points — and never rolls on with fewer than three dice in hand. Balanced Ben banks around 500 and takes middle-of-the-road risks. Bold Bella holds out for around 1,000, happily rolling on with two dice and a large tray at stake. We let the three of them play 20,000 turns each, and then played them against one another for hundreds of full matches. The results hold a lesson most new players do not expect.
| Opponent | Banks at about | Average bank per turn | Turns that farkle |
|---|---|---|---|
| Cautious Carla | 300 | About 555 | About 16% |
| Balanced Ben | 500 | About 552 | About 17% |
| Bold Bella | 1,000 | About 515 | About 39% |
Bella’s big turns are real — when her nerve holds she banks sums Carla never touches — but she farkles nearly two turns in five, and over a full match that bleeds points. In our head-to-head matches, Carla and Ben finished in a dead heat, each winning about half, while both beat Bella roughly three matches in five. Discipline, it turns out, is a strategy, not a lack of one. Bella is still the most dangerous opponent in one specific spot: the final turn. If she is chasing your score with one turn left, expect her to roll until she passes you or busts — there is nothing left to protect.
Strategy: when to bank, when to roll
Start with the odds table, because every decision in Farkle is the odds table wearing a disguise. With five or six dice to roll, keep going almost always: the farkle chance is under 8 percent and a fresh roll averages far more than the risk costs. With four dice, you are at about one farkle in six — fine if your tray is small, worth a pause if it holds 800. With three dice, one roll in four kills you; with two, nearly half; with one, two-thirds. A simple rule that will carry you a long way: the fewer dice you hold, the more points you should demand before rolling them. Many steady players bank any turn of 500 or more rather than roll three dice or fewer, and our simulations back them — that is almost exactly the line Balanced Ben plays, and Ben holds his own against everyone.
Second, spend your cheap dice carefully. Setting aside a single 5 for 50 feels free, but it takes a die out of your next roll and pushes you down the danger curve. When a roll offers both a small score and a bigger one, taking the bigger score is obvious; the real choice is between a lone 1 (100 points, one die spent) and rolling on with everything later. Early in a turn, with a thin tray, grabbing the 1 is fine. Late in a turn, with 900 in the tray, the question is never the 100 — it is whether the dice you keep can survive the next roll.
Third, respect the board position. At the start of a match, nothing banks under 500 anyway, so your first turns are about building one solid bank, not three timid ones. In the middle game, watch the gap: if you trail by 2,000 with the finish approaching, steady 500s will not save you — that is the one time Bella’s way is right, because a loss by 200 and a loss by 2,000 count the same. And if you are the one who crosses 10,000, remember your score is not safe: your rival gets a final turn, so every extra point you banked on the way is a point they now have to find.
Daily Farkle and the streak
Daily Farkle is a solo sprint with a twist: the dice are seeded by the date, so every player in the world rolls the same sequence today. Your job is to reach 3,000 points in as few turns as you can — busts count as turns too, and the 500-point entry rule applies to your first bank, just as in a match. Finish in 7 turns or fewer and the day counts toward your streak. Miss par and you can run the same dice again as often as you like; only your best turn count of the day is kept.
The par is not a guess. We simulated the daily across all 365 days of 2026, playing every day with the steady reference strategy described in the strategy section. The median day took 6 turns, the average was about six and a half, and the reference line finished inside 7 turns on about 71 percent of days. So par 7 is honest: play the percentages and most days are yours, but one sloppy farkle at the wrong moment is exactly enough to push a day out of reach — which is what makes the streak worth protecting.
A short history of Farkle
Farkle belongs to the large family of folk dice games that were never really invented by anyone: they spread table to table, camp to camp and ship to ship, changing a rule here and a name there, until the version everyone at the table agrees on feels like the version there has always been. Games of this shape — roll, keep the scorers, push your luck — are centuries old in spirit, and Farkle’s particular mix of six dice, a paper scoresheet and the all-or-nothing turn became a fixture of American family game nights in the second half of the twentieth century.
The name and the rules were only standardised when commercial editions began appearing in the 1980s, and even then the folk game refused to sit still: households argue happily about whether the entry bank should be 500 or 1,000, whether four of a kind doubles or pays a flat thousand, and whether a player may start counting another player’s leftover dice. That argument is part of the game’s health. This version plays the widely used modern table — the one printed in the scoring section above — with a 500-point entry and the generous best-reading rule for overlapping combinations. The bots, the seeded Daily and the streaks are the new layer; everything underneath them is the game as it has been played, argued over and loved for decades.
Farkle FAQ
Is Farkle free to play here?
Yes. Farkle is 100% free on this page: matches against all three bot rivals and the Daily Farkle are included, with no download, no sign-up and no payment.
What are the rules of Farkle in short?
Roll six dice and set aside the ones that score: a 1 is worth 100, a 5 is worth 50, and three or more of a kind pays the big points. Roll the remaining dice to add more, or bank to keep your turn points. If a roll shows no scoring dice at all, you farkle and lose everything you had not banked that turn. First to 10,000 wins, and your first bank of a match must be at least 500.
What exactly is a farkle?
A farkle is a roll with no scoring dice in it: no 1, no 5, no three of a kind and no big combination. It ends your turn at once and wipes every unbanked point in the tray. The chance depends on how many dice you roll — about 2.3% with six dice, but about 44% with two dice and about 67% with a single die.
What are hot dice?
Hot dice happen when every die you rolled ends up set aside as part of a score. All six dice then come back into your hand and you roll them again, keeping every point already in the tray. It is the main way truly big turns — 2,000 points and more — are built.
What is Daily Farkle?
Daily Farkle is a solo challenge with dice seeded by the date, so everyone gets the same rolls that day. Reach 3,000 points in as few turns as you can; finishing in 7 turns or fewer banks a streak day. You can retry the same day’s dice as often as you like, and only your best turn count counts.
Does the game save my progress?
Yes, in your own browser. Your wins against each bot, your daily streak and best daily turn count, your sound setting and any game you leave half finished are saved automatically and restored when you come back. Nothing leaves your device and there is no account to make.
Final verdict: should you play Farkle?
Yes — it is the purest little risk machine in dice. Farkle takes ten seconds to learn and then spends every turn asking you the same beautifully uncomfortable question: is what you have enough? This version keeps the folk game intact — the classic scoring table, the 500-point entry, hot dice, the final-turn rule — and wraps it in three bot rivals with real temperaments, a turn log and scorecard that keep every swing visible, and a Daily built on the same dice for everyone, with a par earned from a year of simulated days. Our simulations say the steady hand wins in the long run. The dice, as always, will have their own opinion.
▶ Play Farkle 🎮 See All Free GamesLast updated: November 8, 2026. Farkle v1.0 — the first release of our version of the traditional dice game, with matches against three bot personalities, a seeded Daily Farkle with streaks, full scoring-table play and progress saving. An original GameOLL browser game. Found a bug? Tell us in the comments and we will fix it in the next version.



