← Roll or Bust
Farkle reference

Scoring Chart and Bust Probabilities

Farkle becomes much easier to judge when you can see both sides of the decision: what a roll scores and how likely the remaining dice are to leave you with nothing.

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Farkle scoring chart

CombinationPoints
Single 1100
Single 550
Three of a kind100 × face value; three 1s score 300
Four of a kind1,000
Five of a kind2,000
Six of a kind3,000
Straight, 1 through 61,500
Three pairs1,500
Four of a kind plus a pair1,500
Two triplets2,500

These are the rules used by Roll or Bust. Farkle has many regional variations, so agree on the scoring table before starting a tabletop game.

Chance of busting by dice remaining

Dice rolledChance of a bust
Six2.31%
Five7.72%
Four15.74%
Three27.78%
Two44.44%
One66.67%

The table counts any roll with a scoring single or valid combination as safe. It shows why a fresh six-dice roll feels forgiving while rolling one remaining die is a serious gamble.

Read the table in context: probability does not tell you what to do by itself. A two-dice roll may be sensible when you are behind and need a comeback, but unnecessary when a small bank wins the game.

Why hot dice change the calculation

If every die has scored, you have hot dice and may roll all six again without losing the points already accumulated during the turn. Your immediate bust risk resets to about 2.31%, which is dramatically safer than continuing with one or two dice.

Use odds to support a decision

Before rolling again, compare the bust probability with the value already at risk. Losing 150 points early in a game is different from losing 1,200 points near the target score. The strongest players combine the dice count, the current turn total, the full game score, and what the opponent is likely to do next.

For the complete turn sequence and entry rule, read How to Play Farkle. For practical banking decisions, continue with the Farkle strategy guide.