Farkle scoring chart
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three of a kind | 100 × face value; three 1s score 300 |
| Four of a kind | 1,000 |
| Five of a kind | 2,000 |
| Six of a kind | 3,000 |
| Straight, 1 through 6 | 1,500 |
| Three pairs | 1,500 |
| Four of a kind plus a pair | 1,500 |
| Two triplets | 2,500 |
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 rolled | Chance of a bust |
|---|---|
| Six | 2.31% |
| Five | 7.72% |
| Four | 15.74% |
| Three | 27.78% |
| Two | 44.44% |
| One | 66.67% |
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.
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.