Farkle – High Stakes House Rules
Begin your turn by rolling all six dice. Check to see if you have rolled any scoring dice or combinations. Set aside any scoring dice you wish, but you must set aside at least one die if possible.
After each roll, you may reroll all the dice that have not been set aside, or you can choose to bank any accumulated points and end your turn.
Farkle: If at any point during your turn you roll the dice and score no points with any of them, you “Farkle”. You lose all points for that round, and your turn ends.
Opening Score: To begin accumulating points, each player must continue throwing the dice until they have scored at least 500 points or until they Farkle. Once they have reached 500 points, they can continue rolling or end their turn.
Hot Dice: A player who scores on all six dice must roll them all again at least once.
Stealing: A player may choose to begin their turn by rolling the dice remaining from the previous player’s turn (e.g., those dice not set aside for scoring from the last player’s turn).
If the player scores with any of the dice on the first roll, they “steal” the points from the previous player’s round and continue their turn as usual. If they fail to score any points on their first roll, they Farkle, lose their turn, and the previous player keeps their points.
A player can only steal once they achieve an opening score.
Winning: The first player to score 10,000 points (and not have their winning round stolen!) wins the game.
Scoring:
Dice | Points |
---|---|
1 | 100 |
5 | 50 |
Three 1’s | 1000 |
Three 2’s | 200 |
Three 3’s | 300 |
Three 4’s | 400 |
Three 5’s | 500 |
Three 6’s | 600 |
1-2-3-4-5-6 | 3000 |
3 Pairs | 1500 |
4 of a Kind | 1000 |
5 of a Kind | 2000 |
6 of a Kind | 3000 |
1-1-1-1-1-1 | 5000 |