Farkle rules and first turn
Roll six dice, keep scoring dice, then decide whether to bank your points or risk another roll.
Try a first turn
Roll, select only dice that score, and keep them. A single 1 scores 100 and a single 5 scores 50. For example, keeping a 1 and a 5 earns 150 for this turn; the other four dice remain available to roll. Points are safe only after you bank them.
Before you roll again
A roll with no scoring dice is a farkle: you lose this turn’s unbanked points. If every die scores and you keep them all, you get six hot dice to roll again. Combinations must come from one roll; a pair kept earlier cannot become a triple on a later roll.
Check your table options
The default target is 10,000 and the opening bank is 500, so 150 is not enough to get onto the scoreboard. Hosts can change the target, opening bank, three-ones score, special combinations and consecutive-farkle penalty. If your banked score returns to zero, the opening requirement applies again. Check Table rules before relying on a familiar house rule.
Reaching the target starts one final turn for each opponent. The highest total wins; tied leaders share the win.
Farkle
Roll six dice, keep a scoring selection, then choose whether to bank your turn points or roll the remaining dice. Banked points survive a farkle, except when the optional three-farkles penalty applies. A roll with no scoring selection is a farkle: the turn ends and its unbanked points are lost.
Scoring
| Dice from one roll | Default points |
|---|---|
| Each single 1 | 100 |
| Each single 5 | 50 |
| Three 1s | 300 |
| Three of another value | Value × 100 |
| Four / five / six equal dice | 1,000 / 2,000 / 3,000 |
| All six values, 1–6 | 1,500 |
| Three pairs | 1,500 |
| Four equal dice plus a pair | 1,500 |
| Two triples | 2,500 |
Select dice to preview the score, then choose Keep points. Every selected die must belong to a scoring combination. The highest complete scoring arrangement is used. You cannot combine dice kept on separate rolls. If all remaining dice score and you keep them, all six become available again: hot dice. You may bank instead of rolling them.
Opening and finishing
By default, your first bank must contain at least 500 points. Later banks may be smaller. The first player to bank a total of 10,000 or more starts the final round. Every other player gets exactly one more turn. Highest final total wins; equal highest totals share the win.
Table options
Choose a target of 5,000, 10,000 or 15,000; an opening bank of 0, 500 or 1,000; and 300 or 1,000 for triple ones. Special combinations may be disabled: only singles and triples then count, including separate triples in a six-die selection. With the three-farkles penalty enabled, three consecutive farkled turns cost 1,000 banked points, stopping at zero. A bank resets the streak; applying the penalty also resets it. Falling to zero means the opening-bank requirement applies again.
The selected rules are fixed for the match and shown under Table rules. Dice selection is a local preview; Keep points, rolls and banks are saved after acceptance. If an action cannot be confirmed, refresh before continuing. Table timing follows the selected allowance.
This is MyTurnYet's implementation with its own artwork and wording. Scoring reference.
Ready to play?
Choose a table and read its time allowance.