Thursday, January 5, 2012

Farkle Rules

The Rules of Farkle

Ok, first things first. What are the OFFICIAL rules of Farkle? There are copyrighted© rules, and rules pertaining to trademarks™ and rules that are used in day-to-day play. There are the rules from Hoyle’s Standard Games. There are the rules your grandmother played by. There are even the rules from the Reign of Good Queen Bess. So which are the REAL rules?

Here at Farkle Rules - we’ve researched the various versions of the game now known as Farkle (or maybe Farkel) analyzing the differences so we could arrive at a core set of rules common to most versions of the game. We’ve also kept track of the different variations in scoring, determining how they effect game play.

To make things easy, we’ve documented the core rules here, followed by the most common scoring and play variations for you to incorporate into your own Farkle parties.

But when it comes right down to it, Farkle is what you make it. Different friends and different times may call for different versions. Our best advice to you is - whatever rules you do choose to use, WRITE THEM DOWN, so there’s no argument later.


Farkle

Getting Started
Farkle is a pretty casual game and can be played impromptu with a minimum of setup. All you need is six dice, some paper and pencils for scoring, a copy of the scoring rules, and a place to play.

The number of players for Farkle is flexible. Two or more can play (although a minimum of three, and a max of 8 is suggested.)

Each player rolls one die, the highest score going first. Ties are rerolled.

Game Overview
The players take turns rolling the dice, with the objective of having the highest score above 10,000 in the final round.

During each player’s turn, they initially roll six-dice trying to score points. As long as they score at last one point, they can remove the scoring dice from play, and either bank their points or continue rolling.

If the dice you roll do not score any points, you pass the dice and you get a Farkle, losing all points accumulated for that turn.

If the player manages to score on all six dice, they have “hot dice” and may choose to roll all six-dice again, or they can bank the points and pass the dice.

At the end of the players turn, they write down any points scored and pass the dice clockwise.

Scoring Farkle
Each 1 = 100 pts
Each 5 = 50 pts
Three 1’s = 1000 pts
Three 2’s = 200 pts
Three 3’s = 300 pts
Three 4’s = 400 pts
Three 5’s = 500 pts
Three 6’s = 600 pts
Straight (1-2-3-4-5-6) = 1000 pts

It is important to note you can combine different types of scoring.
(1-3-4-4-4-5) could be scored many ways. For example:

1) (1) could be kept for 100 points.
2) (1-5) could be kept for 150 points.
3) (4-4-4) Could be kept for 400 points.
4) (1-4-4-4) Could be kept for 500 points.
5) (1-4-4-4-5) Could be kept for 550 points.

In the case of scoring options 1-4 the player would typically throw the remaining dice (if they were to pass, why leave points on the table?) In the case of scoring option 5, they could either bank their point and pass the die, or throw the remaining die, with a 1 in 3 chance of scoring (getting a 1 or 5). If they were to score, they could bank their final score and pass the dice, or throw all six dice again, and further increase their score, since they have “Hot Dice”.

Each roll is scored separately. If you were to roll two 5’s for 100 points, if you rolled a 5 on the next roll, you would not get 500 points for 3 fives, you would get another 50 points for a total of 150 points.

Winning the Game
Players continue rolling until a player reaches 10,000 points. Once any player reaches 10,000 pts, the final round begins, and every other players gets one additional turn to score as many points as they can. The player with the most points at the end of the final round is the winner.

Additional Scoring Options:
Three pairs = 500 points
- optionally 600, 750, 1000, or 1500
Four of a kind = Double (2x) the 3 of a kind value
- also Four of a kind = 1000
- also Four of a kind = 4x the 3 of a kind value
Five of a kind = Triple (3x) the 3 of a kind value
- also Five of a kind = 2000
- also Five of a kind = 6x the 3 of a kind value
Six of a kind = Quadruple (4x) the 3 of a kind value
- also Six of a kind = 3000
- also Six of a kind = 8x the 3 of kind value
- also Six 1’s = 5000
- also Six 1’s = Instant Win (no playoff)
Two Triplets = 2500 points

Scoring Variations:
Three 1’s = 200 points (Pocket Farkel)
No points for a straight
Straight worth 1500, 2000, or 3000

Game Play Variations:
Getting on the board (popular)
Until a player has a score written down (on the board) they are required to continue rolling until they score at least 500 points. (Alternatively 350 or 400).

Game Goal
The target game score to exceed may be something other than 10,000.

Hot-Dice Roll
Players who score using all six dice are required to roll at least one additional time.

Three Farkles
A player rolling three Farkles in a roll loses 1000 points

Piggybacking
A player can choose to begin their turn by rolling the dice remaining after the previous players turn. If they score on at least 1 die, they receive 1000 points in addition to the regular points they accumulate. (Alternatively, they receive the full amount of the previous players points)

Team Farkle
The game is played in teams, with teammates sitting opposite each other and combining their scores. Game play is usually to 20,000.