Game Object and Overview:
Farkel (or Farkle) is an addictive dice game of guts and luck. It is played with two or more players with each player taking a turn throwing the dice until they score or bust. Generally the game ends when one player reaches or surpasses the score of 10,000.
Equipment Needed:
- Six starndard six-sided die
- Paper and pencil to keep score
- Reference list of scoring combinations
Play:
At the beginning of each turn, the player throws all six six-sided dice. After each throw, one or more scoring dice must be set aside (see sections on scoring below). The player may then either end their turn and bank the score accumulated so far, or continue to throw the remaining dice. If the player has scored all six dice, they have "rolled out" and may continue their turn with a new throw of all six dice, adding to the score they have already accumulated. If none of the dice score in any given throw, the player has "busted" and all points for that turn are lost. At the end of the player's turn, the dice are handed to the next player in succession (usually in clockwise rotation), and they have their turn. The new roller has the choice or (1) rolling whatever remaining dice are left over from the previous rollers turn and building on their score for that round, or they may start fresh and roll all six dice. If the previous roller "busted" then the next player must start fresh.
Once a player has achieved a winning point total of 10,000, each other player has one last turn to try to score enough points to surpass that high-score and steal the win.
Scoring:
Each 1 = 100
Each 5 = 50
Three 1's = 100
Three 2's = 200
Three 3's = 300
Three 4's = 400
Three 5's = 500
Three 6's = 600
Three pair (e.g., 1-1-4-4-6-6) = 1500
A straight (1-2-3-4-5-6) = 1500
Four of a kind = 1000
Five of a kind = 2000
Six of a kind = 3000
Two triplets (e.g., 2-2-2-5-5-5) = 2500
Any of these variant combinations must be achieved in a single throw. Dice from a previous throw may not be combined to make a scoring combination.
A player must reach a score of 500 before her or she may bank any points. Once this score has been achieved, then any score (from 50 on up) may be banked on subsiquent turns. Remember, your turn ends once you've "Banked" or "Busted".
Once points have been banked, they can never be lost. Only the points on a players current turn are at risk when rolling the dice.
The trick to this game is knowing when to stop and bank your points, and when to keep rolling. This is where the guts come in. If you want to score big, you have to be willing to lose big. The game can get very exciting when players begin to build on each others scores. But don't get too greedy or your luck may run out and you can lose it all!
Some tips:
Rolling four, five, or six dice always has a better chance of a higher scoring combination and less of a chance of busting. When chosing which dice to set aside each turn, take into account how much the scoring dice are worth and how many you will have left to roll. For example, this might mean if you roll two 5's, out of the six dice, you only keep one of them and re-roll the other five dice.
Defense. When choosing to bank a high score (usually anything over 1,000) keep in mind how many dice are left over that the next player has a chance to roll. Generally it's best to try and leave them only one or two dice as to keep them from building upon the score that you just banked.
Building on other players high scores (usually anything over 1,000) is always a good strategy. Take your chance with the remaining one, two, or three dice and try to build upon the score that has allready been rolled.
Farkel (or Farkle) is an addictive dice game of guts and luck. It is played with two or more players with each player taking a turn throwing the dice until they score or bust. Generally the game ends when one player reaches or surpasses the score of 10,000.
Equipment Needed:
- Six starndard six-sided die
- Paper and pencil to keep score
- Reference list of scoring combinations
Play:
At the beginning of each turn, the player throws all six six-sided dice. After each throw, one or more scoring dice must be set aside (see sections on scoring below). The player may then either end their turn and bank the score accumulated so far, or continue to throw the remaining dice. If the player has scored all six dice, they have "rolled out" and may continue their turn with a new throw of all six dice, adding to the score they have already accumulated. If none of the dice score in any given throw, the player has "busted" and all points for that turn are lost. At the end of the player's turn, the dice are handed to the next player in succession (usually in clockwise rotation), and they have their turn. The new roller has the choice or (1) rolling whatever remaining dice are left over from the previous rollers turn and building on their score for that round, or they may start fresh and roll all six dice. If the previous roller "busted" then the next player must start fresh.
Once a player has achieved a winning point total of 10,000, each other player has one last turn to try to score enough points to surpass that high-score and steal the win.
Scoring:
Each 1 = 100
Each 5 = 50
Three 1's = 100
Three 2's = 200
Three 3's = 300
Three 4's = 400
Three 5's = 500
Three 6's = 600
Three pair (e.g., 1-1-4-4-6-6) = 1500
A straight (1-2-3-4-5-6) = 1500
Four of a kind = 1000
Five of a kind = 2000
Six of a kind = 3000
Two triplets (e.g., 2-2-2-5-5-5) = 2500
Any of these variant combinations must be achieved in a single throw. Dice from a previous throw may not be combined to make a scoring combination.
A player must reach a score of 500 before her or she may bank any points. Once this score has been achieved, then any score (from 50 on up) may be banked on subsiquent turns. Remember, your turn ends once you've "Banked" or "Busted".
Once points have been banked, they can never be lost. Only the points on a players current turn are at risk when rolling the dice.
The trick to this game is knowing when to stop and bank your points, and when to keep rolling. This is where the guts come in. If you want to score big, you have to be willing to lose big. The game can get very exciting when players begin to build on each others scores. But don't get too greedy or your luck may run out and you can lose it all!
Some tips:
Rolling four, five, or six dice always has a better chance of a higher scoring combination and less of a chance of busting. When chosing which dice to set aside each turn, take into account how much the scoring dice are worth and how many you will have left to roll. For example, this might mean if you roll two 5's, out of the six dice, you only keep one of them and re-roll the other five dice.
Defense. When choosing to bank a high score (usually anything over 1,000) keep in mind how many dice are left over that the next player has a chance to roll. Generally it's best to try and leave them only one or two dice as to keep them from building upon the score that you just banked.
Building on other players high scores (usually anything over 1,000) is always a good strategy. Take your chance with the remaining one, two, or three dice and try to build upon the score that has allready been rolled.
You can find a cool pocket edition of Farkel here
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