Farkle
- Category
- Card
- Players
- 1
- Controls
- Tap
- Target
- 5000
- Loads
- No download
Controls
| Roll | Throw the remaining dice. |
| Tap a die | Set it aside if it scores. |
| Bank | Add your turn score to your total. |
| Roll | Throw the remaining dice. |
| Tap a die | Set it aside if it scores. |
| Bank | Add your turn score to your total. |
Farkle is the dice game of nerve. Roll six dice, set aside any that score, then choose: bank what you have, or reroll the rest for more. Roll a set with nothing in it at all and you have farkled, losing everything from that turn.
Ones and fives score on their own, three of a kind scores heavily, and a full straight or three pairs sweeps the board. The maths is simple; the decision is not, because every reroll risks a turn that was already worth banking.
Bank around three or four hundred. The chance of farkling climbs sharply as you reduce the number of dice, and a modest banked score beats a large lost one over a full game.
Do not set aside every scoring die. Keeping a five back means rerolling more dice, and more dice means a much lower chance of farkling. Take only what you need.
Reroll all six when you can. Scoring with every die earns you a fresh set of six, which is by far the safest position to push from.
Change your approach when behind. Cautious banking only works while you are competitive; if your opponent is near the target, you have to take risks you would normally refuse.
Ones are 100 and fives are 50 on their own. Three of a kind scores a hundred times the face value, with ones worth 1000. A straight or three pairs scores 1500.
A roll containing no scoring dice at all. Your whole turn score is lost.
On six dice, about one roll in forty. It becomes far more likely as you set dice aside.
Earlier than instinct suggests. Around three or four hundred is a solid habit.
Nothing at all. The whole of Farkle is built into the page itself, which is why there is no loading bar and no waiting before you can play.