- Score sheets
- Dice games
- Farkle
How to score Farkle
Each turn, set aside scoring dice and either bank your points or roll the rest. A roll with nothing that scores is a farkle, and the turn is worth 0. When someone reaches 10,000, everyone else gets one last turn, and the highest total wins.
- 2 to 6 players
- Six dice
- To 10,000
- Highest total wins
Tabletales is free on iPhone and iPad.
This is the real Scorepad, live. Each row is a turn; a 0 is a farkle. Tap any turn to change it.
Farkle
A push-your-luck game with six dice: set aside scoring dice and roll the rest to grow your turn total, but a roll with nothing that scores (a farkle) wipes the turn, and reaching 10,000 starts the last round.
Farkle on BoardGameGeek.
How to play Farkle, in brief
Every roll in Farkle gives you a choice: bank your points, or roll again for more and risk losing them all.
- Roll to startYou need six dice. Everyone rolls one; the highest goes first, and play passes left.
- Set dice asideRoll all six. Set aside at least one scoring die (1s, 5s and some sets), then stop or roll the rest. Set aside all six and you may roll them all again.
- Don’t farkleA roll with nothing that scores is a farkle: the turn’s points are lost. Stop in time and they are safe on your score. Your first score needs 500 or more.
- Play to 10,000Once a total reaches 10,000, every other player has one last turn to beat it. The highest total wins.
Only scoring dice count, and only from the same roll.
These are the values printed in the boxed edition; many families play with their own, so agree before the first roll.
What a roll is worth
| Dice | Points |
|---|---|
| Each single 1 | 100 |
| Each single 5 | 50 |
| Three 1sMany family rules count 1,000 | 300 |
| Three of a kind, 2s to 6sn is the number: three 4s are 400, three 6s are 600 | 100 × n |
| Four of a kind | 1,000 |
| Five of a kind | 2,000 |
| Six of a kind | 3,000 |
| A straight, 1 to 6 | 1,500 |
| Three pairs, or four of a kind with a pair | 1,500 |
| Two triplets | 2,500 |
- Keep what scoresAfter each roll, set aside at least one scoring die. Only dice from the same roll combine: a 5 now and two 5s next roll are 150, not three 5s.
- Bank it or press onBank the turn’s points, or roll the dice you have left. Score with all six and you may roll all six again.
- Mind the farkleA roll with nothing that scores is a farkle: the whole turn is worth 0.
- Get on the boardYour first banked turn must be worth at least 500. After that, any amount counts, and banked points are never lost.
- Finish the last roundWhen a total reaches 10,000, every other player gets one last turn. The highest total after that wins.
You reach 10,000 first. Dev wins.
Going into the round: You 8,800, Mara 9,350, Dev 8,900. You pass 10,000, so Mara and Dev each get one more turn. This is turn 18 on the Scorepad above.
| Player | What was kept, roll by roll | Turn |
|---|---|---|
| You | 1 1 5, then 2 2 2, then all six again: 5 5 5 5100 + 100 + 50 + 200 + 1,000, banked | 1450 |
| Mara | 1 6 6 6, then 3 4700 kept, then a farkle: the turn is lost | 0 |
| Dev | 1 2 3 4 5 6, then all six again, keeps a 51,500 + 50, banked | 1550 |
Every turn, kept straight.
Tabletales is a scorepad and scrapbook for game night. In Farkle, type each player’s points after every turn, and a 0 for a farkle: Tabletales adds up the totals, lights up the one that reaches 10,000 and saves the game with the night.
- Every turn gets a rowSwitch to By hand and each turn is its own row. A farkle is a 0, and Tabletales adds up the totals.
- 10,000 is on the padSet the game to play to 10,000. A total that gets there lights up, so the table knows it is the last round, and the trophy goes to the best total.
- Add a turn on the keypadType the turn’s points, or type it the way you counted it, 100 + 100 + 50 + 200 + 1000, and Tabletales adds it up.
- And the night is keptSave it with who played and a photo from the table. Each game gets a history: how often you play it, who with, and who holds the high score.

- Everyone who was there
- Photos from the table
- Farkle, with its scores
Common Farkle scoring mistakes
- Adding dice from different rollsA 5 kept on one roll and two 5s on the next score 150, not 500 for three 5s.
- Banking less than 500 to startYour first score must be at least 500 in one turn.
- Ending the game at the first 10,000Everyone else still gets one last turn, and the highest total wins.
- Arguing about three 1s mid-gameThe box says 300; many family rules say 1,000. Agree before the first roll.
Farkle scoring, answered
- How do you score Farkle?
- Each single 1 is 100 and each single 5 is 50. Three of a kind is 100 times the number (three 1s are 300 in the boxed rules), and bigger rolls score more: a 1 to 6 straight is 1,500.
- What is a farkle?
- A roll with no scoring dice in it. Your turn ends at once and you score 0 for the turn, losing anything you had set aside.
- How do you win Farkle?
- When a player’s total reaches 10,000, every other player gets one last turn. The highest total after that wins.

Farkle score sheet
Print one for the table: six players and twenty-five turns, with a running total beside every turn and the point values at the bottom.
Score another game
Point values vary more in Farkle than in almost any game: some tables count three 1s as 1,000, a straight as 1,000 to 3,000, or need 350 to get on the board. Rules checked on 19 October 2026 against the boxed edition’s rules, UltraBoardGames and Wikipedia.
Keep score tonight. Keep the night for good.
Tabletales adds up every hand, then saves the whole night: the games, the scores, the photos and who was there.