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, and scoring preset in the lobby before a game begins. Break-in and triple-farkle penalty use server defaults unless changed.
| Combination | Points |
|---|---|
| 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 |
| Triple farkle | Three farkles in a row deduct 1,000 from your banked score |
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
| Combination | Points |
|---|---|
| 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
| Combination | Points |
|---|---|
| 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
| Combination | Points |
|---|---|
| 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
| Combination | Points |
|---|---|
| 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 — 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.