How to Beat a High Score in Farkle

How to Beat a High Score in Farkle thumbnail
Beating a high score in Farkle takes patience and a little luck, but it can be done.

Common nicknames for Farkle include "10000" and "Hot Dice," but the object of the game is the same no matter the name. Try to build a winning combination without committing a "farkle," or a roll of the dice that results in no winning results. Farkle is a game with a scoring limit. Once a player reaches 10,000 points, one final round is played where each player gets a chance to top that score. The one with the most points at the end wins the game. Since 10,000 (or slightly higher) is considered the highest score in the game, getting to that mark is the objective.

Things You'll Need

  • Six dice
  • Farkle score sheet
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Instructions

    • 1

      Roll the six dice to determine your initial score. As long as there are three of a kind on your dice or any ones and fives, you are safe. If not, that is considered a "farkle" and you lose your turn. Count your score. Each one is worth 100 points, each five is 50 points, three ones or a straight (1-2-3-4-5-6) are 1000 points, and three twos through three sixes are 100 points times the number on the dice (three twos is 200 points).

    • 2

      Set aside the dice that were part of your good roll. Take the other dice and roll again. The same rules apply. Any ones and fives mean you are still "alive" and can keep rolling the dice. The fewer the dice you have in your hand, the higher your risk of a "farkle."

    • 3

      Bank your points. It is considered playing it safe if you choose to take the points instead of rolling after you have established a winning combination. If you have a winning combo after one roll, you can take the points and run, knowing that small scores here and there can add up over time. If you are behind and get "hot dice", then rolling the dice again and going as far as you can on that turn without a "farkle" will reduce your deficit.

    • 4

      Pick up all six dice and roll again. If you have a winning combo after all six dice have been rolled individually or as a group, that is considered "hot dice." For example, three sixes, two ones and a five would be a hot roll and it would score 850 points. Rolling again would build on that score if any ones, fives, three-of-a-kind or straight came up. Be warned: rolling again and getting no winning combination results in a "farkle" and you lose any points accumulated in that turn.

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References

  • Photo Credit dice image by Bartlomiej Nowak from Fotolia.com

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