

You select the three of a kind (2, 2, 2) for 200 points and decide to bank your 350 points (150 plus 200). You then opt to roll the remaining four dice. You keep the 1 (100 points) and the 5 (50 points) for 150 points. Your first rolls show 1, 2, 3, 3, 5, and 6. Three 1s are special and earn 1,000 points.


The 1 and 5 spot dice are super special, as they are the only dice that can be scored outside of a combination (such as three of a kind). Warning! Three Farkles in a row and you lose 1,000 points. If none of your dice rolled earn points, you get a Farkle and lose any earned points that round. For example, if you roll a 5, 5 (50 points each x 2 for 100 points), and then roll another 5 (50 points), you can’t combine the 5, 5 with the 5, to form three of a kind (500 points). You cannot earn points by combining dice from different rolls. Scoring is based on selected dice in each roll.

Each player gets one more turn to beat the high score. When 10,000 or more points are scored, that player goes out. After you select the dice you want to keep you can either risk all the points earned this turn and roll the remaining dice (the fewer dice you roll the greater the chance you will Farkle, see Farkle Odds) or bank those hard earned points on your way to 10,000+ points. You must select at least one scoring die after each roll. The following combinations can be scored: To win at Farkle you must be the player with the highest score above 10,000 points on the final round of play.Play continues until it is your turn again. When the player has either banked their points or Farkled, the dice are passed to the next player.This “hot dice” move can be repeated over and over. If the player has successfully with some luck and strategy used all six dice to score, then the player gets to roll all six dice again for a chance to earn more points.If the remaining dice rolled do not have a scoring combination, then the player has “FARKLED” and points earned that turn are gone foreever.The player can either bank the points earned that turn to their total points and pass the dice to the next player or risk the points earned that turn and roll the ramaining dice again, hoping to earn more points.After rolling, the player sets aside specific dice combinations which have a score value.Each player starts their turn by rolling six dice.The goal is to be the player with 10,000 or more points on the final turn. In a Nutshellįarkle is a game of chance and strategy where two or more players roll dice which earn points. Its elegance, its accessibility all invite play, making the game into something unique.Anywhere from 2 or more players, making Farkle the ideal family and friend game. And, as you would assume, it fits tidily into your pocket. It’s a handy little box, with the dice fitting snugly into their little foam niches, and the scoring rules (which are difficult to remember for the novice Farkeler) so clearly printed on the inside of the lid. Speaking of boxes, that’s perhaps the key to what makes Pocket Farkel so fun-worthy. (One of my very favorite game names, that I find myself obliged to repeat in rapid succession many times each time I open the game box). However, the subject of this review is not Farkel, but Pocket Farkel, as a matter of fact. And you’d be perfectly entitled, insofar as they are each and all names for basically the same game – a dice game, played with six dice, that is most definitely not Yahtzee. In fact, you could just as easily confuse it with 10000, 5000, Buzzball, Greed, Hot Dice, Oh Crap, Squelch, Wimp Out, Zilch, or Zonk. You could easily confuse it with Farkle, which wouldn’t be a major mistake.
