![]() ![]() Your running total of 950 is added to the Score Pad. You set aside Triple 3s (300) and decide to stop so you don't risk your 950 points by getting a Farkle. Your chances of getting a Farkle with six Dice are slim, but it could happen! This 1 (100), brings your running total to 650. You can now stop rolling to avoid a Farkle and mark 550 on the Score Pad, or roll the single die if you're feeling lucky and think you'll get a 1 or 5. You set aside 1 (100) and Triple 4s (400), bringing your running total to 550. When a player's accumulated score is 10,000 or more, each of the other players has one last turn to beat that total. Once your points are entered on the Score Pad, they are safe, and you cannot lose them. To get on the Score Pad for the first time, you must have a running total of 500 points before you stop rolling.Īfter your first score of 500 points or more is recorded, you may stop rolling at any time and have the scorekeeper add your running total for that turn to your accumulated score. A Farkle could happen on your first roll or when you roll the remaining Dice. You lose your running total of points for that turn and play passes to the left. If you cannot set aside any Dice after a roll, that's a Farkle. If you're lucky enough to set aside all six Dice, you can roll them all again to build your running total. You must remove at least one Die after each roll and keep a running total of your points for that turn. Any Dice that roll off the playing area are rolled again.Īfter each roll, set aside Dice that are worth points and roll the rest of them. When it's your turn, place the six Dice in the Shaker Cup and roll 'em. Whoever has the highest roll goes first, with play passing to the left. Some scoring dice must be removed after every roll.Īll players roll one Die. You cannot add them together to make three 5s (500 points). For example, if you set aside one 5 (50 points) on your first roll and two 5s (100 points) on your second roll, you have 150 points. Note: Dice from multiple rolls cannot be added together. Other combinations of numbers are worth points if you get them in a single roll. Other numbers count if you get three or more of the same number in a single roll. If another player has reached 10,000 points during the final turns, the player with the highest score over 10,000 points is the winner.Be the player with the highest score over 10,000. If no other player has reached 10,000 points, the player that originally made 10,000 points is the winner. If one player has reached 10,000 points, all remaining players get one more turn (4 rolls) each. This is called a Farkle.Īdd your score to the paper at the end of your turn and pass the dice to the next player. If you are unable to set aside a scoring die or combination of dice at any point during your 4 rolls, you lose all points accumulated within the 4 rolls and your turn is over. Players take turns rolling the dice and racking up points. You cannot stop rolling if your score is under 500 points. The object of the game is to be the first to score 10,000 points. If you reach 500 points or more before you have rolled 4 times, you may choose to stop rolling. You can roll a maximum of 4 times in a turn. If all 6 dice are scoring dice, you may roll all 6 dice again to add to your score. You need to set aside at least 1 scoring die per roll to continue rolling. Look for any dice or combination of dice that score points such as 1s, 5s, 3-of-a-kinds or scoring combinations. The players will continue in a clockwise direction. ![]() The player with the largest number starts first. Be the first player to have a cumulative score of 10,000 points.
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