Farkle is a free dice game you can play in your browser. Set aside scoring dice, bank the turn, or press your luck against one to three computers. Race to 10,000, play a shorter race to 4,000, or take ten turns on the shared daily rolls.
Also known as: 10000 dice, hot dice, dice banking
Play Farkle free in your browser. Bank scoring dice against 1–3 computers, race to 10,000 or 4,000, or play ten turns on the shared daily rolls.
How to play Farkle
Choose Classic (first to 10,000), Quick (first to 4,000), or Daily, plus Easy, Medium, or Hard, and 1, 2, or 3 computer opponents. Daily is ten solo turns and hides difficulty and opponent count. Open Daily from a link with ?daily=1. You go first. Nova, Juno, and Rex follow in that order.
Press Roll. Six dice come up. Tap scoring dice to set them aside; selected dice rise. A die that would leave the selection unscorable shakes and stays down. Set-aside dice sit in the tray. Tapping them shakes and does nothing. Dice already set aside never join the next roll. Auto-select takes the highest-scoring set. Ties prefer hot dice, otherwise the set that leaves more dice to roll.
Scoring uses every selected die, and the total is the best way to read those dice. A single 1 is 100 and a single 5 is 50. Three 1s are 1,000. Three 2s are 200, three 3s are 300, three 4s are 400, three 5s are 500, and three 6s are 600. Four of a kind is 1,000, five of a kind is 2,000, and six of a kind is 3,000. Four 1s are 1,100 (1,000 plus a single 1), which beats scoring them as four of a kind. 1-2-3-4-5-6 is 1,500. Three pairs are 1,500, including four of a kind plus a pair (2-2-2-2-5-5 is 1,500, not 1,100) and six of a kind counted as pairs. Six 1s are 3,000, not 1,500.
Roll and Bank light up only for a legal selection. The buttons show that selection’s score. Roll locks it into the turn and throws the dice still out. If every die from the roll scores, that is hot dice: the turn points stay and you roll six new dice. A roll with nothing to set aside is a Farkle. The banner shows FARKLE! and the turn scores 0.
The gear setting Minimum 300 to bank is on by default and saved on this device. Each player’s first bank must be at least 300. After they are on the board, any scoring turn can be banked. Turning it off removes the gate. Bank stays disabled until the rule is met. Roll is still allowed.
The first bank that reaches the target opens the last round. Every other player gets exactly one more turn, even if someone else also passes the target. The player who opened it does not go again. The highest total wins. A tie for the highest total is a draw and does not change wins or losses.
Daily rolls are shared until UTC midnight. Roll number N is drawn from the date and that roll index, so the same choices replay the same faces after a reload. Other modes use a fresh random roll. Easy picks a bank line from 200 to 450, weighted toward 300, and banks once the turn reaches it. Medium always rolls hot dice, banks at 400 with 3 or more dice left, at 300 with 2, and whenever it is legal with 1. Hard rolls hot dice unless that bank already has the sole lead in the last round, banks on dice-left cutoffs that drop when ahead by 1,500 and rise when behind by 1,000, will not bank while still behind in the last round, and banks immediately when the turn reaches the target and takes the sole lead.
Classic ends at 10,000 and Quick at 4,000. The unique high score wins. A tie for the highest score is a draw and does not change the saved record. Wins and losses are kept on this device by difficulty for Classic and Quick only. A bank resets the human Farkle streak. The longest streak and the highest single banked turn are saved. Daily keeps the best ten-turn score and today’s score.