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Farkle is also called Zonk, Zilch, 5000, 10000, Wimpout!, and Hot Dice.
If all six dice have been set aside for scoring (known as having “hot dice”), the player can choose to roll all six dice again and continue adding to their accumulated score or they can bank their points, end their turn, and pass the dice to the next player. Rules for individual games may alter these common rules too. Most games can be played with the novelty or board game type. Put a pair in your pocket for fun anytime. You never know when you can make a new friend by teaching him or her how to play dice! 'Precision dice' are required by casinos for gambling games. To play hot dice, learn how many points each combination of scores are worth, and roll six standard dice per turn. Learn the rules of hot dice with tips from.
Background
The rules below reflect how my friends and family play. However, since rules vary from family to family, Smart Box Design's version of Farkle Dice allows you to customize gameplay based on the rules used in your home!
How to Play
To win at Farkle you must be the player with the highest score above 10,000 points on the final round of play.
Each player takes turns rolling the dice. On your turn, you roll all six dice. A 1 or a 5, three of a kind, three pairs, or a six-dice straight earn points. You must select at least one scoring die. You can then pass and bank your points, or risk the points earned this turn and roll the remaining dice.
Scoring is based on selected dice in each roll. You cannot earn points by combining dice from different rolls.
If none of your dice rolled earn points, you get a Farkle. Three Farkles in a row and you lose 1,000 points.
You continue rolling until you either Pass or Farkle. Then the next player rolls the six dice. Play continues until it is your turn again.
Example: Your first rolls shows 1, 2, 3, 3, 5, and 6. You keep the 1 and the 5 for 150 points. You then opt to roll the remaining four dice. On that roll you get 3, 4, 4, and 5. You select the 5 and decide to Pass and bank your points.
The final round starts as soon as any player reaches 10,000 or more points.
To customize game play, choose Game Setup from the Options menu.
Scoring
Points |
---|
- |
100 |
50 |
- |
200 |
300 |
400 |
500 |
600 |
1,000 |
500 |
1,000 |
Lose 1,000 |
Scoring is based on selected dice each roll. You cannot earn points by combining dice from different rolls. For example, if you roll a 5 (50 points), and then roll two 5s (100 points), you can't combine them to form three of a kind (500 points).
The 1 and 5 spot dice are special, as they are the only dice that can be scored outside of a combination (such as three of a kind).
Farkle is a fun dice game. Farkle is also known by the names Zonk, Zilch, Greed, 5000, 10000, Wimpout!, and Hot Dice. All that you need to play Farkle is six dice, a paper and pencil to keep score, and at least two players.
Each player rolls to see who goes first. The player with the highest roll takes the first turn. After this, play passes to the left.
The object of the game is to get the most points. As soon as any player gets at least 10,000 points, the other players get one more tur. After that turn, whomever has the most points wins.
On your turn, roll all six dice at once. You can choose which dice you want to score with and which ones you want to ignore. Set aside the dice you want to score with. You can then either end your turn or roll again with the non-scored dice.
Every time you roll the dice, you need to choose at least one die to score with. Otherwise, you end your turn. If you can't score, you forfeit, which is called a Farkle.
At the start of the game, the minimum is 1,000 points in one turn. Subsequent turns require only 350 points to score.
Each 1 is worth 100 points
Each 5 is wirth 50 points
3 of a kind is worth 100x the value of the number; e.g., 3x 3 is worth 300 points; 3x 1 is worth 1,000 points.
4 of a kind is worth twice what three of a kind is worth; e.g., 4x 3 is worth 600 points
5 of a kind is worth twice what four of a kind is worth; e.g., 5x 3 is worth 1,200 points
6 of a kind is worth twice what five of a kind is worth; e.g., 6x 3 is worth 2,400 points
A straight (one of each number--1,2,3,4,5, and 6) is worth 1,500 points.
Three pairs is worth 500 points.