Farkle Tavern
← Back to the tavern

The Rulebook

How the bones are scored, how a turn unfolds, and what the chamberlain may set for thy table.

How to play

  1. 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. 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. 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. 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. 5

    Bank

    End your turn and add your turn total to your banked score. You forfeit unbanked points if you farkle.

  6. 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.

CombinationPoints
Scoring presetClassic (farkle.games)
Goal to win10,000 banked points
PlayersUp to 4 at the table
Turn flowRoll → select scoring dice → roll again or bank
FarkleRoll with no scoring dice — lose your entire turn total, pass the bones
Hot diceScore 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 tableFarkle on that hot-dice roll (all six fresh) — still lose your entire turn total
Final roundWhen 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-inNone — scores count from your first bank
Turn timer60 seconds to roll or bank — removed from the table if idle
Triple farkleThree 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

CombinationPoints
Single 1100
Single 550
Three 1s1000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kinde.g. four 4s = 8002× that die's three-of-a-kind
Five of a kinde.g. five 4s = 1,2003× that die's three-of-a-kind
Six of a kinde.g. six 4s = 1,6004× that die's three-of-a-kind
Three pairs750
Straight (1–6)all six dice, one of each1000

Dice Game Depot

3 pairs 1500, straight 3000

CombinationPoints
Single 1100
Single 550
Three 1s1000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kinde.g. four 4s = 8002× that die's three-of-a-kind
Five of a kinde.g. five 4s = 1,2003× that die's three-of-a-kind
Six of a kinde.g. six 4s = 1,6004× that die's three-of-a-kind
Three pairs1500
Straight (1–6)all six dice, one of each3000

Folk (Wikipedia)

Fixed 4/5/6-of-a-kind, run 2500

CombinationPoints
Single 1100
Single 550
Three 1s1000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kind1000
Five of a kind2000
Six of a kind3000
Three pairs1500
Straight (1–6)all six dice, one of each2500

Kingdom Come: Deliverance

Tavern dice — double-chain 4/5/6-kind; runs 1–5, 2–6, and 1–6

CombinationPoints
Single 1100
Single 550
Three 1s1000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
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 = 1,6002× four-of-a-kind
Six of a kinde.g. six 4s = 3,2002× five-of-a-kind
Run (1–5)5 dice, one of each in that range500
Run (2–6)5 dice, one of each in that range750
Run (1–6)all six dice, one of each1500

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.