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Farkle
Rules
Also called
Zonk, Zilch, 5000, 10000, Wimpout!, and Hot Dice.
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.
|
Dice
|
Points
|
Single Die
|
-
|
| 1 Spot |
100
|
| 5 Spot |
50
|
| Combinations |
-
|
| Three 2 Spot |
200
|
| Three 3 Spot |
300
|
| Three 4 Spot |
400
|
| Three 5 Spot |
500
|
| Three 6 Spot |
600
|
| Three 1 Spot |
1,000
|
| Three Pairs |
500
|
| Six-Dice Straight |
1,000
|
| Three Farkles |
Lose1,000
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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).
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