The Rulebook
How the bones are scored, how a turn unfolds, and what the chamberlain may set for thy table.
How to play
- 1
Thy turn
On your turn you roll six bone dice. If nothing scores, you farkle and lose any points built up this turn.
- 2
Selecting dice
Choose dice that form a valid combination (see the scoring chart). Selected dice are set aside and their points add to your turn total.
- 3
Roll again
Roll the dice you did not select. You may keep rolling as long as each roll has at least one scoring die.
- 4
Hot dice & hot farkle
If you score every die in a roll, roll all six again with a fresh cast. If that new roll has nothing scoring, you hot farkle. You lose your whole turn total, just like a normal farkle.
- 5
Bank
End your turn and add your turn total to your banked score. You forfeit unbanked points if you farkle.
- 6
Winning
Reach the table goal while on board to trigger the final round. After everyone has had their last chance, the highest banked score wins the tavern.
Default house rules
The chamberlain can change goal points, seats, scoring preset, turn timer, and farkle streak penalty in the lobby before a game begins.
| Scoring preset | Classic (farkle.games) |
| Goal to win | 10,000 banked points |
| Players | Up to 4 at the table |
| Turn flow | Roll → select scoring dice → roll again or bank |
| Farkle | Roll with no scoring dice. Lose your entire turn total, pass the bones. |
| Hot dice | Score every die in one roll. Set none aside and roll all six again. |
| Hot farkleSame penalty as a normal farkle; only the name differs because you had just cleared the table. | Farkle on that hot-dice roll (all six fresh). Still lose your entire turn total. |
| Final round | When someone reaches the goal while on board, each other player gets one last turn in normal seat order (starting with the next player); highest bank wins. |
| Break-in | None. Scores count from your first bank. |
| Turn timer | 60 seconds to roll or bank. Removed from the table if idle. |
| Farkle streak penalty | 3 farkles in a row deduct 1,000 from your banked score |
Timed Game Modes and Rules
Timed modes are extra ways to play. Classic tables keep the same dice, scoring, banking, and goal.
The idle turn timer belongs to Classic. If it expires, that player is removed from the table. Fixed Time Per Turn is different: the turn ends, unbanked points are discarded, and the next player goes. Timed modes do not also run the idle removal timer.
Personal Time Bank
Each player starts with the configured budget. It runs only on that player's turn and carries over. Rolling, selecting, and banking do not refill it. At zero, banked points stay, unbanked points are discarded, and the player spectates but remains on the score list. The match also ends if the goal and final round finish the table first. Disconnecting does not pause the clock.
Global Match Timer
One deadline starts with the match and is the same for everyone. A turn limit, when set, ends that player's turn so they cannot use the whole match. Unbanked points are discarded and the next player goes, while the match clock keeps running. End immediately stops play, keeps banked points, and discards unbanked points. Finish the current round lets seats that have not yet acted in this lap take one turn, then stops. A round is one turn per eligible seat in seat order. Grace is 90 seconds after the deadline. If grace expires, banked scores are finalized. A player cannot hold the table open by refusing to move.
Fixed Time Per Turn
Each turn starts a full clock when the server activates it. Rolls and selections do not reset it. A farkle ends the turn first. If the clock hits zero, unbanked points are discarded and the next player starts a new clock. The goal and final round still decide the winner. Reconnecting does not refill an expired clock.
- Expiration never awards points that were only selected or sitting unbanked. Only a successful bank commits points.
- Disconnecting does not pause a Personal Time Bank, a match clock, or a turn clock. The server deadline keeps running.
- An action is accepted only when the server receives it before the deadline. An action at the exact deadline is rejected, and the timeout wins. A timeout and a move cannot both commit the same turn.
- Finish the current round uses a 90 second grace period measured from the official match deadline, not from when the server happens to notice it.
- Ties break by lowest seat number. Remaining time is never a tiebreaker.
- Deadlines are stored on the match. A server restart resumes them. It does not refill expired time.
- Older matches without these fields stay Classic.
- A score goal is optional. Without one, the table keeps playing under the clock instead of ending at a point target.
Scoring presets
Each table chooses one chart. All combinations require the exact dice shown. You cannot count a straight as three pairs, etc.
Classic (farkle.games)
3 pairs 750, straight 1000, 4/5/6-kind ×2/×3/×4
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kinde.g. four 4s = 800 | 2× that die's three-of-a-kind |
| Five of a kinde.g. five 4s = 1,200 | 3× that die's three-of-a-kind |
| Six of a kinde.g. six 4s = 1,600 | 4× that die's three-of-a-kind |
| Three pairs | 750 |
| Straight (1–6)all six dice, one of each | 1000 |
Dice Game Depot
3 pairs 1500, straight 3000
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kinde.g. four 4s = 800 | 2× that die's three-of-a-kind |
| Five of a kinde.g. five 4s = 1,200 | 3× that die's three-of-a-kind |
| Six of a kinde.g. six 4s = 1,600 | 4× that die's three-of-a-kind |
| Three pairs | 1500 |
| Straight (1–6)all six dice, one of each | 3000 |
Folk (Wikipedia)
Fixed 4/5/6-of-a-kind, run 2500
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kind | 1000 |
| Five of a kind | 2000 |
| Six of a kind | 3000 |
| Three pairs | 1500 |
| Straight (1–6)all six dice, one of each | 2500 |
Kingdom Come: Deliverance
Tavern dice. Double-chain 4/5/6-kind; runs 1–5, 2–6, and 1–6.
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kinde.g. four 4s = 800 (2×400) | 2× that die's three-of-a-kind |
| Five of a kinde.g. five 4s = 1,600 | 2× four-of-a-kind |
| Six of a kinde.g. six 4s = 3,200 | 2× five-of-a-kind |
| Run (1–5)5 dice, one of each in that range | 500 |
| Run (2–6)5 dice, one of each in that range | 750 |
| Run (1–6)all six dice, one of each | 1500 |
About the game
Curious where Farkle came from, why Kingdom Come: Deliverance calls it tavern dice, or what makes folk games endure? Read About Farkle, including the KCD minigame, for history, folklore, and table wisdom.
Quick reference
- Classic (farkle.games): common online rules; straight 1,000; three pairs 750.
- Dice Game Depot: higher straight and three-pair payouts.
- Folk (Wikipedia): fixed four/five/six-of-a-kind values; straight 2,500.
- Kingdom Come: Deliverance: tavern dice; double-chain 4/5/6-kind; runs 1–5, 2–6, and full 1–6 (1,500); no three pairs.
