0% found this document useful (0 votes)
2K views1 page

Farkle Dice Rules

The document provides the rules for playing the dice game Farkle. It explains that the objective is to be the first player to score 10,000 points by rolling dice to accumulate points from combinations that include singles, pairs, triples and more. It outlines the setup, turn order, scoring and winning conditions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2K views1 page

Farkle Dice Rules

The document provides the rules for playing the dice game Farkle. It explains that the objective is to be the first player to score 10,000 points by rolling dice to accumulate points from combinations that include singles, pairs, triples and more. It outlines the setup, turn order, scoring and winning conditions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

For 2 o r More Players

Ages 8 & Up

RULES
Game Play: 30 Minutes

multiple rolls cannot be added together. For


example, if you set aside one 5 (50 points) on your
first roll and two 5's (100 points) on your second
roll, you have 150 points. You cannot add them
together to make three 5's (500 points.)
Some scoring dice must be removed after
every roll.
f
I
= 100 ptS
FIVES = 50 ptS

ONES

1
7 r]
= 300 p t ~ 4 of any number = 1.000 pts
number = 2,000 pts
r~r~ = 200 pts 65 ofof any
any number = 3,000 pts

Contents: 6 Dice, Dice Cup with Lid

Object: Be the first person to score 10,000.


Farkle Facts
Only single 1's and 5's are worth points.
Other numbek count only if you get three or
more of the same number in a single roll.
Other combinations of numbers are worth points
if you get them in a single roll. Note: Dice from

could happen on your first roll or when you roll


the remaining Dice.
To score for the first time, you must have a
running total of 500 points before you stop
rolling.
After your first score of 500 points or more is
recorded, you may stop rolling at any time and
have the scorekeeper add your running total for
that turn to your accumulated score. Once your
points are entered on the score sheet, they are
safe, and you cannot lose them.

Winning
When a player's accumulated score is 10,000 or
more, each player has one last turn to beat that
total. The player with the highest score wins.

fl rn = 300 ptS
Da

......

= 400 pts

1-6 Straight = 1.500 pts


Three pairs = 1,500 pts

= 500 pts

Four of any number


with a pair = 1.500 pts

= 600 pts

Two triplets = 2,500 pts

Pick one player to be the scorekeeper. You'll


need paper and pencil to keep score.
All players roll one Die. Whoever has the highestroll goes first, with play passing to the left.

Play
When it's your turn, place the 6 Dice in the
Dice Cup and roll 'em. Any Dice that roll off the
playing area are rolled again.
After each roll, set aside Dice that are worth
points and roll the rest of them. You must remove
at least one Die after each roll and keep a
running total of your points for that turn.
If you're lucky enough to set aside all 6 Dice, you
can roll them all again to build your running total.
If you cannot set aside any Dice after a roll, that's
a Farkle. You lose your running total of points for
that turn, and play passes to the left. A Farkle

Continuedon Reverse Side

Fourth roll
(all 6 Dice):

Sample Roll
First roll (6 Dice):
2, 3, 4,5, 6, 6. You set aside 5 (50 points).
Second roll
(5 remaining Dice):
1, 4,4, 4,6. You set aside 1 (100) and Triple 4's
(400), bringing your running total to 550. You can
now stop rolling to avoid a Farkle and mark 550
on the score sheet, or roll the single die if you're
feeling lucky and think you'll get a 1 or 5.
Third roll (1 remaining Die):

Set-Up

El

1 (loo), bringing your running total to 650.


Now, you can roll all 6 Dice again. Your chances
of getting a Farkle with 6 Dice are slim, but it
could happen!

[ ~ \ ~ I ~ .].i.S. ; - I ~ I ~ ]

2, 3, 3, 3, 6, 6. You set aside Triple 3's (300) and


decide to stop so you don't risk your 950 points by
getting a Farkle. Your running total of 950 is
added to the score sheet.

Patch Products wants your comments about Farkle, including

patchOpatchproducts.cOm.
Copyright o 2M)7 Patch Products, Inc., Beloit. WI
53511 USA. All rights reserved. The Classic
Dice-RoNing. Risk-Taking Game is a trademark
of Patch Products. Inc. Made in China.

You might also like