Farkle: six dice and an automatic scorer
Six dice for playing Farkle, also known as Ten Thousand or Zilch. Press Roll or drag the dice and drop them in the tray, then tap the scoring dice and the page adds up your turn.
Press the tray, drag and let go to throw
How to use these Farkle dice
In short
Is Farkle the same as Ten Thousand? Yes. Ten Thousand, Zilch, Greed and Hot Dice are all names for the same family of games: roll six dice (five in some versions), set aside scoring dice and decide whether to keep rolling or bank. The first to 10,000 wins.
- Roll all six dice. Press Roll, or pick them up with your finger or mouse and let go over the tray.
- Set aside the scoring dice. Tap each die you want to keep: ones, fives, three of a kind or a six-dice combination. The page checks that what you set aside actually scores and adds it to your turn total.
- Decide. Roll the remaining dice to build your total, or press Bank to add the turn total to your score.
- Farkle. If a roll contains no scoring dice, the page tells you: you lose everything from that turn and play passes on.
- Hot dice. If you manage to set aside all six, you get all six back and keep rolling without losing your turn total.
- End of the game. The scoreboard tracks every player up to 10,000 points.
The page uses the most widespread scoring: a 1 is worth 100, a 5 is worth 50, three of a kind is worth 100 times the number (three 1s score 1,000), a 1-6 straight is worth 1,500 and three pairs are worth 1,500. If your family plays with a different table, the common variants are listed further down so you can adjust on paper.
Farkle rules
Farkle is a push-your-luck dice game for two or more players. It uses six ordinary six-sided dice, and the first player to reach 10,000 points wins, although plenty of groups agree on 5,000 for a shorter game.
Your turn
- Every turn starts by rolling all six dice.
- After each roll you must set aside at least one scoring die or combination. You may set aside more, but you do not have to take everything that scores.
- With the dice left over, you choose between rolling again and banking. Once you bank, the turn total goes on the score sheet and is safe.
- If a roll contains nothing that scores, you have farkled: the turn ends and you lose every point built up during it. Points banked in earlier turns are kept.
Combinations only count within one roll
Three of a kind must come up in a single throw. If you set aside a 5 on your first roll and then roll two more fives, you do not have three fives (500) but three single fives (150). Both the commercial rules and the classic rule books make this point.
Hot dice
If every die you have left scores and you set them all aside, you have hot dice: pick up all six again and keep adding to the same turn. There is no limit to how often this can happen. Some groups make the extra roll compulsory after hot dice; others let you bank.
Getting on the board
Many rule sets require a minimum before your first score counts. The commercial Patch Products edition asks for 500 points in a single turn; other versions ask for 1,000, and some groups require 300 or 350 every turn.
Final round
When someone reaches 10,000, every other player gets one last turn to beat that total. Highest score wins. In France, a common variant requires exactly 10,000.
Farkle scoring table and variants
The values for ones, fives and three of a kind are almost universal. Everything else changes a lot from table to table, so it is worth agreeing before you start.
| Combination | Points on this page | Other common values |
|---|---|---|
| Each 1 | 100 | 100 |
| Each 5 | 50 | 50 |
| Three 1s | 1,000 | 300 in the commercial Patch Farkle and Pocket Farkel editions |
| Three 2s | 200 | 200 |
| Three 3s | 300 | 300 |
| Three 4s | 400 | 400 |
| Three 5s | 500 | 500 |
| Three 6s | 600 | 600 |
| Straight 1-2-3-4-5-6 | 1,500 | 1,000, 2,500 or 3,000 |
| Three pairs | 1,500 | 750 or 2,000 |
Four, five and six of a kind
There is no agreement here. The three usual methods are:
Fixed value
Four of a kind 1,000, five of a kind 2,000 and six of a kind 3,000, whatever the number. This is the Patch Products table.
Doubling
Each extra die doubles the three-of-a-kind value. Four 2s score 400, five 2s 800, and with ones you go from 1,000 to 2,000, 4,000 and 8,000. This is common on German score sheets.
Adding
Each extra die adds the three-of-a-kind value again. Three 2s 200, four 400, five 600 and six 800.
Other combinations found in some rules
- Four of a kind plus a pair: 1,500 (Patch edition).
- Two triplets in the same roll: 2,500 (Patch) or 3,000.
- Short straight 1-2-3-4-5 or 2-3-4-5-6: 500 in some rules; others give 500 and 750.
- Six dice with nothing scoring: some households award 500 instead of calling it a Farkle.
- Penalty for three Farkles in a row: minus 500 or minus 1,000.
Farkle, Ten Thousand, Zilch: names and rules by country
Farkle is a folk game passed on by word of mouth, which is why it has so many names. In English it is Farkle, Ten Thousand, Zilch, Greed, Hot Dice or Zonk; in French, Dix mille or 10 000 (Zloutch in New Caledonia); in German, Zehntausend, Macke or Volle Lotte. In Spain and Latin America it usually goes by «10.000».
UK and North America
Six dice, an opening minimum of 500 or 1,000, and a final round for everyone once someone reaches 10,000. This is the version followed by the commercial editions sold as Farkle.
Germany
Zehntausend is often played with five dice and the doubling rule for four or more of a kind. The straight (Straße) is worth 2,000 in the most quoted table, though others make it 1,000 or 1,250. Getting all the dice back is called Anschluss, and in some homes three of a kind only counts if the next roll also brings a 1 or a 5.
France
10 000 is mostly played with five dice. The target is usually exactly 10,000, and three scoreless rolls in a row knock you back to your previous banked level.
Five-dice version
Generally three pairs do not exist, and some rules give an instant win for five of a kind on the first roll.
Farkle odds, calculated
These figures come from counting every possible outcome of the dice (6 to the power of the number of dice). They use the scoring on this page.
Chance of a Farkle by number of dice rolled
| Dice rolled | Chance of Farkle | Exact fraction | Chance of hot dice |
|---|---|---|---|
| 6 | 2.31% | 1,080 / 46,656 | 7.79% |
| 5 | 7.72% | 25 / 324 | 3.03% |
| 4 | 15.74% | 17 / 108 | 4.01% |
| 3 | 27.78% | 5 / 18 | 5.56% |
| 2 | 44.44% | 4 / 9 | 11.11% |
| 1 | 66.67% | 2 / 3 | 33.33% |
With six dice, 2.31% only holds if three pairs score. If your table does not count them, the risk of a Farkle with six dice rises to 3.09% (1,440 of 46,656 rolls). With five dice or fewer both tables agree, because the straight and three pairs need all six dice.
Special combinations with six dice
| Combination | Probability | Roughly |
|---|---|---|
| At least one 1 or 5 | 91.22% | 9 rolls in 10 |
| At least three of a kind | 36.73% | 1 in 2.7 |
| Three pairs | 3.86% | 1 in 26 |
| Straight 1 to 6 | 1.54% | 1 in 65 |
| Four of a kind plus a pair | 0.96% | 1 in 104 |
| Two triplets | 0.64% | 1 in 156 |
| Six of a kind | 0.013% | 1 in 7,776 |
The first table is the one that shapes the game: with three dice you already fail more than one roll in four, and with two dice almost one in two.
When to bank: Farkle strategy in numbers
In 2017 the computer scientists Matthew Busche and Todd Neller (Gettysburg College) worked out optimal two-player Farkle strategy for the basic scoring of ones, fives and three of a kind. Their study gives simple rules you can use at the table.
Thresholds for the highest average score
| Dice left to roll | Bank once your turn total reaches |
|---|---|
| 6 | Never bank: always roll |
| 5 | 2,900 points or more |
| 4 | 1,000 points or more |
| 3 | 400 points or more |
| 2 | 250 points or more |
| 1 | Always bank |
Following this table gives an average of about 447 points per turn, and around 20.6% of turns end in a Farkle. With a more generous table (straights, three pairs, four of a kind) it pays to push a little further, because each roll has more ways to score.
Practical tips
Do not take everything that scores
If six dice show a 1 and a 5, it is often better to keep only the 1 and roll five dice than to keep both and roll four. The Farkle risk goes from 7.72% to 15.74% for just 50 extra points.
If you can get all six dice back, do it
An option that clears your hand and gives you hot dice always beats one that leaves dice behind.
Play the scoreboard
According to the study, when you or your opponent are close to 10,000 you should take more risk: with four dice, do not bank if you have 8,950 or more or your opponent has 8,600 or more; with three dice, from 9,350.
The first player has an edge
With optimal play, the player who starts wins 53.7% of games. Giving the second player a 200-point head start makes the game almost even.
History of Farkle
Farkle is a folk game with no known inventor, and its origins are poorly documented. What can be traced is its appearance in games books: it shows up as Ten Thousand in American collections from the 1980s and 1990s, and the German designer Reiner Knizia includes it in his book Dice Games Properly Explained (1999).
1996
The American company Legendary Games starts selling Pocket Farkel, a pocket version with its own table in which three 1s are worth 300.
2007
Patch Products releases the commercial Farkle edition with a shaker cup and score pad. Its table scores three 1s at 300, a straight and three pairs at 1,500, and four, five and six of a kind at 1,000, 2,000 and 3,000.
2017
Busche and Neller publish the first calculation of optimal two-player strategy.
2018
The video game Kingdom Come: Deliverance includes a version of the game in its taverns.
Stories circulate about a medieval origin or a nobleman called Albert Farkle, but there are no documents to back them up. Where the word «Farkle» comes from is not clear either.
Frequently asked questions
Is Farkle the same as Ten Thousand?
Yes. Ten Thousand, Zilch, Greed and Hot Dice are all names for the same family of games: roll six dice (five in some versions), set aside scoring dice and decide whether to keep rolling or bank. The first to 10,000 wins.
What does each die score in Farkle?
Only 1s (100 points) and 5s (50 points) score on their own. Other numbers only count as three of a kind or in combinations: three 2s 200, three 3s 300, three 4s 400, three 5s 500, three 6s 600 and three 1s 1,000.
How do you score four, five or six of a kind?
It depends on house rules. The three most common methods are fixed values (1,000, 2,000 and 3,000), doubling the three-of-a-kind value for each extra die, and adding the three-of-a-kind value for each extra die. Agree on one before you start.
What does it mean to farkle?
It means rolling and getting no scoring dice at all. You lose every point from that turn and play passes to the next player. Points you have already banked are safe.
What are hot dice in Farkle?
If every die you have left scores, you set them all aside, pick up all six again and keep rolling in the same turn, keeping your turn total. It can happen any number of times.
Can I combine dice from different rolls to make three of a kind?
No. Combinations only count within a single roll. A 5 from your first roll and two 5s from your second score 150, not 500.
How many points do you need to get on the board?
There is no single minimum. The commercial Patch edition asks for 500 in your first banked turn; other rules ask for 1,000, or for 300 or 350 every turn. If you agree nothing, you can bank from the first point.
What are the odds of a Farkle with six dice?
2.31% if three pairs score, and 3.09% if they do not. With five dice the risk rises to 7.72%, with three dice to 27.78% and with a single die to 66.67%.
When should you bank in Farkle?
With basic scoring, the strategy that maximises your average is never to bank with six dice, and to bank from 2,900 with five, from 1,000 with four, from 400 with three, from 250 with two and always with one.























