How to Play Farkle: Rules, Scoring, and Press-Your-Luck Strategy

Farkle is an ancient dice game with one immortal decision: bank what you have or risk it all on one more roll. Beginner's guide to rules, scoring, optimal banking thresholds, and provably fair dice.

2026-06-30

How to Play Farkle: Rules, Scoring, and Press-Your-Luck Strategy

Farkle is one of the oldest dice games still played in casinos — versions of it date back to medieval Europe. The rules are simple, the scoring is layered, and the strategic decision repeats every turn: bank your points or roll again.

This guide covers the rules, the scoring table, the banking thresholds that maximize expected value, and how 6proclub's provably fair Farkle proves each roll was honest.

The rules

  1. You play with six dice.
  2. On your turn, roll all six.
  3. After each roll, you set aside dice that score points (at least one scoring die per roll is required).
  4. Bank: take all the scoring points you've accumulated this turn and end the turn. Points are added to your running total.
  5. Roll again: roll the remaining dice (the ones not set aside). Any new scoring dice get added to your turn total.
  6. "Hot dice": if all six dice have scored, you can re-roll all six (turn total preserved).
  7. Farkle: if a roll produces NO scoring dice, you lose your entire turn total. Turn ends.

First player to a target score (typically 10,000) wins.

Scoring table

Single dice:

  • 1 = 100 points each
  • 5 = 50 points each

Three of a kind (single roll):

  • Three 1s = 1000 points
  • Three 2s = 200 points
  • Three 3s = 300 points
  • Three 4s = 400 points
  • Three 5s = 500 points
  • Three 6s = 600 points

Four of a kind = 2× the three-of-a-kind value. Five of a kind = 4×. Six of a kind = 8× (or 5000 fixed in some variants).

Straights and sets (require all six dice in one roll):

  • 1-2-3-4-5-6 straight = 1500 points
  • Three pairs = 1500 points
  • Two triplets = 2500 points
  • Four of a kind + pair = 1500 points

Everything else = 0.

Probability of a Farkle on each roll

The single most important number in Farkle strategy:

Dice remaining Farkle probability
6 dice 2.3%
5 dice 7.7%
4 dice 15.7%
3 dice 27.8%
2 dice 44.4%
1 die 66.7%

The farther down the turn, the more likely you'll lose everything on the next roll.

Optimal banking strategy

The mathematical question: "Is the expected value of rolling again higher than the certain value of banking now?"

For each remaining dice count, there's a banking threshold above which you should always bank:

  • 6 dice rolled (4-6 scored) → almost always reroll the remaining 0-2 dice (low Farkle risk)
  • 5-4 dice remaining → reroll if turn total < 350
  • 3 dice remaining → bank if turn total ≥ 300, otherwise reroll
  • 2 dice remaining → bank if turn total ≥ 500
  • 1 die remaining → bank almost always (Farkle probability is 66.7%)

Notice the thresholds rise as remaining dice fall. You're trading higher Farkle risk for a smaller potential gain — the math says bank earlier.

Common beginner mistakes

Rolling on 1 die for "just one more 50." With 66.7% Farkle probability, you're betting your entire turn total to gain 50-100 points. Almost never worth it. Bank.

Banking too early on 6 fresh dice. With 6 dice the Farkle probability is 2.3%. Re-roll. The expected value is clearly positive.

Chasing the 10,000 milestone with a 3-dice roll. If a single Farkle ends your turn at zero, the math says bank. The exception is the final-roll-of-the-game scenario where you NEED the points to win — accept the Farkle risk.

Forgetting the "hot dice" rule. If all six dice scored, you get to re-roll all six with the turn total preserved. This is the highest-EV scenario in the game. Always take it (unless you're already past target).

Provably fair Farkle — verify each roll

Like backgammon, Farkle dice are the soul of the game. A traditional online Farkle has the casino's RNG generating each roll. You can't check.

Provably fair Farkle commits each roll cryptographically:

  1. Before your first roll, the server publishes a SHA-256 hash of its seed
  2. Each die value is deterministic from serverSeed:clientSeed:rollNonce
  3. After the turn, the server reveals the seed — you can verify every die you rolled
  4. The dice can't have been biased to produce Farkles when your turn total is high

This is exactly the same protocol that powers our backgammon dice and our crash multipliers. One fairness engine, every game.

Bankroll guidance

Farkle on 6proclub has variable bet sizes per turn. Standard buy-in $5. Each turn is one full play; total game might take 6-12 turns to reach 10,000.

For solo provably fair Farkle (vs the house): house edge ~2-3% depending on banking pattern. Stick to optimal banking thresholds.

For PvP Farkle (vs another player): pure skill + variance, no house edge beyond the platform fee. The player with better banking discipline wins on average.

Where to play it on 6proclub

Both single-player (vs house) and PvP modes. Bets from $5/turn. Provably fair commitment on every roll. Auto-bank assist for new players. Open Farkle in the lobby.

In one paragraph

Farkle is press-your-luck dice: roll, set aside scoring dice, decide to bank or re-roll. Optimal banking thresholds rise as remaining dice fall — bank early with 1-2 dice left (Farkle risk 44-67%), keep rolling with 5-6 dice (Farkle risk 2-8%). Provably fair dice commit each roll cryptographically, so you can verify the Farkles weren't engineered. The whole game is the discipline of banking when the math says to, not when the gut says to.

Related reading

  • Provably Fair Complete Guide
  • How to Play Liar's Dice — adjacent dice game
  • Mines Optimal Strategy — same press-your-luck math
  • Variance in Backgammon — dice variance comparison