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Table Dojo

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Farkle scoring

Roll six dice, keep at least one scoring die, then choose: roll what is left, or bank what you have.

Scoring table

Farkle scoring combinations
CombinationPoints
Single 1Each one, on its own100
Single 5Each five, on its own50
Three of a kindFace value × 100 — so three 4s is 400200–600
Three 1sOnes always score individually, so three of them is 3 × 100300
Four of a kindAny face1,000
Five of a kindAny face2,000
Six of a kindAny face3,000
Straight (1-2-3-4-5-6)All six dice1,500
Three pairsAll six dice1,500
Two tripletsAll six dice2,500

In ranked play these same values are multiplied by your bet tier instead of 50, so a 10-coin bet pays one fiftieth of the practice numbers and a 50-coin bet pays one tenth.

How a turn works

  1. 1RollStart with all six dice.
  2. 2KeepSet aside at least one scoring die. Dead dice cannot be kept.
  3. 3DecideRoll the remaining dice for more, or bank everything you have kept.
  4. 4FarkleIf a roll contains no scoring dice at all, the turn ends and you lose everything unbanked.

Hot dice

Die showing 1Die showing 2Die showing 3Die showing 4Die showing 5Die showing 6

If every die in a roll scores, you get all six back and keep accumulating on the same turn. That is where big scores come from — and where turns get lost, because the next roll can still farkle.

When to bank

With two dice left, roughly 44% of rolls farkle. With one die it is 67%. A rough rule: with three or fewer dice remaining and a few hundred points on the table, bank. The math stops favoring another roll long before it feels like it does.