Farkle, or Farkel, is a dice game similar to or synonymous with 1000/5000/10000, Cosmic Wimpout, Greed, Hot Dice, [1] Squelch, [2] Zilch, [3] or Zonk. Its origins as a folk game are unknown, but the game dates back to at least the mid-1980s. [4] It has been marketed commercially since 1996 under the brand name Pocket Farkel by Legendary Games Inc. [5] [6] While the basic rules are well-established, there is a wide range of variation in both scoring and play. [1] [6] [7] [8] [9]
Farkle is played by two or more players, with each player in succession having a turn at throwing the dice. Each player's turn results in a score and the scores for each player accumulate to some winning total (most common is 10,000).
Once a player has achieved a winning point total, each other player has one last turn to score enough points to surpass that high-score.
The following scores for single dice or combinations of dice are widely established, in that they are common to all or nearly all of the above-cited descriptions of Farkle scoring.
Dice combination | Score |
---|---|
Each | 100 |
Each | 50 |
Three ´s | 1000 |
Three ´s | 200 |
Three ´s | 300 |
Three ´s | 400 |
Three ´s | 500 |
Three ´s | 600 |
For example, if a player throws , they could do any of the following:
This is not an exhaustive list of plays based on that throw, but it covers the most likely ones. If the player continues throwing, as in any of the above cases except the last, they risk farkling and thus losing all accumulated points. On the other hand, if they score five dice and have only one die to throw, they have a 1 in 3 chance of scoring a single or a single , and then having scored all six dice they will have "hot dice" and can throw all six dice again to further increase their score.
Each scoring combination must be achieved in a single throw. For example, if a player has already set aside two individual ´s and then throws a third with the four dice remaining, they do not have a triplet of ´s for a score of 1000 but merely three individual ´s for a score of 300.
Since farkle is a folk game, variant rules are used in different playing communities. While the standard rules described above are widely used, even they are not universal. For example, the commercially marketed game of Pocket Farkel differs in that three ´s are scored as 300 rather than 1000. [6] In addition, some players score one or more combinations of dice beyond the standard ones. Those variations include the following.
Dice value | 3 of a kind | Adding | Doubling | Set value | ||||||
---|---|---|---|---|---|---|---|---|---|---|
4 of a kind | 5 of a kind | 6 of a kind | 4 of a kind | 5 of a kind | 6 of a kind | 4 of a kind | 5 of a kind | 6 of a kind | ||
Two | 200 | 400 | 600 | 800 | 400 | 800 | 1600 | 1000 or 2000 | 2000 or 4000 | 3000, 6000 or 10000 |
One (low) [6] | 300 | 600 | 900 | 1200 | 600 | 1200 | 2400 | |||
Three | 300 | 600 | 900 | 1200 | 600 | 1200 | 2400 | |||
Four | 400 | 800 | 1200 | 1600 | 800 | 1600 | 3200 | |||
Five | 500 | 1000 | 1500 | 2000 | 1000 | 2000 | 4000 | |||
Six | 600 | 1200 | 1800 | 2400 | 1200 | 2400 | 4800 | |||
One (high) | 1000 | 2000 | 3000 | 4000 | 2000 | 4000 | 8000 |
Like the standard combinations, any of these variant combinations must be achieved in a single throw.
These are the variations listed in the above-cited descriptions of Farkle scoring, but further variations presumably exist. Since it is a folk game, players are free to agree upon whatever scores they choose for whatever combinations they choose to recognize.
Some Farkle rules also incorporate one or more of the following variations in the sequence of play.
Following are the probabilities of scoring combinations in the initial throw of six dice.
Dice combination | Probability |
---|---|
Three of a kind | 1 in 3.240 |
Four of a kind | 1 in 20.736 |
Three pairs | 1 in 25.92 |
Straight | 1 in 64.8 |
Two triplets | 1 in 155.52 |
Five of a kind | 1 in 259.2 |
Six of a kind | 1 in 7776 |
For the most part, less probable combinations are scored higher than more probable combinations (see Scoring Variations).
Following are the probabilities of scoring combinations in subsequent throws of the dice.
Dice combination | Five dice left | Four dice left | Three dice left |
---|---|---|---|
Three of a kind | 1 in 5.184 | 1 in 10.8 | 1 in 36 |
Four of a kind | 1 in 51.84 | 1 in 216 | N/A |
Five of a kind | 1 in 1296 | N/A | N/A |
Following are the probabilities of farkling if all variant scoring combinations are allowed, depending on the number of dice thrown.
Dice thrown | Probability |
---|---|
6 | 1 in 43.2 (5 in 216) |
5 | 1 in 13 |
4 | 1 in 6.35 (20 in 127) |
3 | 1 in 3.6 (5 in 18) |
2 | 1 in 2.25 (4 in 9) |
1 | 1 in 1.5 (2 in 3) |
Three-pair is the only scoring variation that alters the likelihood of farkling, and only on the initial throw of six dice. If three pairs are not scored, the probability of farkling on the initial throw increases to 1 in 32.4 (5 in 162).
Following are the probabilities of making hot dice in a single throw if all variant scoring combinations are allowed, depending on the number of dice thrown.
Dice thrown | Probability |
---|---|
6 | 1 in 12 |
5 | 1 in 32 |
4 | 1 in 25 |
3 | 1 in 18 |
2 | 1 in 9 |
1 | 1 in 3 |
If no variant scoring combinations are allowed, the probabilities of making hot dice are decreased only slightly for 4–6 dice thrown, and unchanged for 1–3 dice thrown. Odds for these and other die combinations with explanations and simulation results can be found elsewhere. [11]
Scoring additional combinations such as straights and three pairs increases the speed of play by awarding high scores for low probability events that otherwise would score little or nothing (for example, a straight with standard scoring is worth only 150 for the single and single ). To assess the impact of scoring variations, the following table shows the average score on the initial throw of six dice, assuming that all scoring dice are banked and ignoring any additional scores that would be made on a re-roll of hot dice. The first row shows the average score with standard scoring, and the other rows show the increment in that average for each scoring variant that is used in play.
The numbers in the table are calculated based on the following scores for variant combinations:
Scoring combination | Average score on the initial throw |
---|---|
Standard scoring | 302 |
Four of a kind | +47 |
Five of a kind | +8 |
Six of a kind | +0.6 |
Straight | +37 |
Three pairs | +52 |
Total (all combinations) | 446.6 |
The impact of four or five of a kind is substantially similar if they are scored as 1000 and 2000, respectively. If lower scores are awarded for straights or three pairs, the impact on average scoring will be proportionately lower.
The above table somewhat overstates the impact of straight and three pairs on the overall speed of play, as they only score on the initial throw of six dice.
A video game implementation of Farkle can be found in the popular RPG, Kingdom Come: Deliverance.
In 2020, a video game version of Farkle was announced as one of the six games included with the Intellivision Amico console. [12] As the console has faced numerous delays, this version remains unreleased.
Dominoes is a family of tile-based games played with gaming pieces. Each domino is a rectangular tile, usually with a line dividing its face into two square ends. Each end is marked with a number of spots or is blank. The backs of the tiles in a set are indistinguishable, either blank or having some common design. The gaming pieces make up a domino set, sometimes called a deck or pack. The traditional European domino set consists of 28 tiles, also known as pieces, bones, rocks, stones, men, cards or just dominoes, featuring all combinations of spot counts between zero and six. A domino set is a generic gaming device, similar to playing cards or dice, in that a variety of games can be played with a set. Another form of entertainment using domino pieces is the practice of domino toppling.
Yahtzee is a dice game made by Milton Bradley. It was first marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe in 1956. The game is a development of earlier dice games such as Poker Dice, Yacht and Generala. It is also similar to Yatzy, which is popular in Scandinavia.
Brag is an 18th century British card game, and the British national representative of the vying or "bluffing" family of gambling games. It is a descendant of the Elizabethan game of Primero and one of the several ancestors to poker, the modern version just varying in betting style and hand rankings. It has been described as the "longest-standing British representative of the Poker family."
Pig is a simple dice game first described in print by John Scarne in 1945. Players take turns to roll a single die as many times as they wish, adding all roll results to a running total, but losing their gained score for the turn if they roll a 1.
Golf is a card game where players try to earn the lowest number of points over the course of nine deals.
Cee-lo is a gambling game played with three six-sided dice. There is not one standard set of rules, but there are some constants that hold true to all sets of rules. The name comes from the Chinese Sì-Wŭ-Liù (四五六), meaning "four-five-six". In America it is also called "See-Low," "Four-Five-Six," "The Three Dice Game," "Roll-off!," and by several alternative spellings, as well as simply "Dice." In China it is also called "Sān Liù Bàozi" (三六豹子), or "Three-Six Leopards". In Japan, it is known as "Chinchiro" (チンチロ) or "Chinchirorin" (チンチロリン).
Sheng ji is a family of point-based, trick-taking card games played in China and in Chinese immigrant communities. They have a dynamic trump, i.e., which cards are trump changes every round. As these games are played over a wide area with no standardization, rules vary widely from region to region.
Chinese poker is a card game based on poker hand rankings. It is intended as a beginner-friendly game, with only a basic knowledge of poker hand rankings needed to get started. The format allows for frequent unexpected outcomes due to the large element of luck involved, meaning a beginner has a good chance of winning in the short term against even experienced opponents.
Dice 10,000 also Greed, Dix Mille, Reload, 5-Dice is the name of a family dice game played with 6 dice; it is similar or identical to the commercialized Farkle. It also goes by other names, including Cargoose, Zilch, Zilchers, Foo, Boxcar, Bogus, Lewis' Dice, Crap Out.
Kismet is a commercial dice game introduced in 1964. The game's name is the Turkish word for "fate". E. William DeLaittre holds the trademark on the game, which was originally published by Lakeside Games, and which is currently produced by Endless Games. Marketed as "The Modern Game of Yacht", the game play is similar to Yacht and Yahtzee, with a few variations. A primary distinction is that in Kismet, the sides of the dice have different colored pips.
Cosmic Wimpout is a dice game produced by C3, Inc in 1976. It is similar to 1000/5000/10000, Farkle, Greed, Hot Dice, Squelch, Zilch, to name but a few. The game is played with five custom dice, and may use a combination score board and rolling surface, in the form of a piece of cloth or felt available in various colors and designs. Players supply their own game piece for score keeping.
Poker dice are dice which, instead of having number pips, have representations of playing cards upon them. Poker dice have six sides, one each of an Ace, King, Queen, Jack, 10, and 9, and are used to form a poker hand.
Yatzy is a dice game similar to Yacht and Yahtzee. It is related to the Latin American game Generala and the English game of poker dice. Yatzy is most popular in the Nordic countries.
Generala is a dice game similar to the English game of poker dice, the German game Kniffel, and the Polish game Jacy-Tacy (yahtzee-tahtzee). The American variant of Generala, Yahtzee, is the most popular variant. Although it is sometimes played in Europe and the United States, Generala is most popular in Ibero-America.
A number of related games under the Yahtzee brand have been produced. They all commonly use dice as the primary tool for game play, but all differ generally. As Yahtzee itself has been sold since 1954, the variants released over the years are more recent in comparison, with the oldest one, Triple Yahtzee, developed in 1972, eighteen years after the introduction of the parent game.
The rules here are based on those of the American Cribbage Congress and apply to two-, three- or four-player games, with details of variations being listed below.
Power Yahtzee is a variation on the classic dice game Yahtzee first published by Winning Moves Games USA in 2007. It includes a sixth multiplier die called a "Power die" and an expanded scoresheet. This game is no longer in production.
Balut is a game of dice, similar to Yahtzee, created by United States soldiers as an alternative to poker, and is a popular pastime of businessmen overseas.
Yacht is a public domain dice game, similar to the Latin American game Generala, the English game of Poker Dice, the Scandinavian Yatzy, and Cheerio. Yacht dates back to at least 1938, and is a contemporary of the similar three-dice game Crag. Yahtzee is a later development, similar to Yacht in both name and content.
Cacho Alalay is a popular dice game from Latin America. It is similar to Yahtzee/Yatzy. The purpose of the game is to roll five dice and score points from their combinations. The dice are rolled from a leather cup.