
#Farkle points how to#
See the Die Category for more information how to gain them and in what way they are manipulated. Since each player uses his own dice, there's also an opportunity to cheat. three twos are worth 200 points (with one as an exception as three ones are worth 1000 points) - see example table belowįour or more of the same kind is worth double the points, so four 3s are worth 600 points, five 3s are worth 1200 points etc.

(i.e., you can't have 50 points rolling 3). Farkle Hot Streak: Fast, Frenetic Family Dice Game Set Includes 6 Dice, Premium Bicast Leather Dice Tray, Dice Pouch, and Rules Card with Advanced Scoring 115. This is because they are impossible states. Note that not all entries are filled in in the table. This process continues until the player has no scoring dice amongst the most recently rolled dice, called a Farkle, upon which any points accumulated. However, if I had 500 points rolling 3, banking the 500 points is the best play because the risk of Farkling is too high to wager the 500 points. This information has enough information to derive the optimal strategy.įor example, lets say I have 250 points and I am rolling 3 dice, it can be seen that the best option for me is to roll again (yielding an expected value of 293.4 which is better than 250). By optimal play, I mean the player always takes actions to maximize her expected score. Each entry of the table contains the expected value of the state, which is how many points we can expect to make from that state on average, assuming optimal play. Some of the most popular used names are Ten Thousand or 10,000, Five Thousand or 5,000, 5000 Progressive, Zilch, Farkel (TM), Forkle, Blewit, Snap, Kaput, Dix Mille (French), Cosmic WimpOut (five dice), Keepers (Australian, 5 dice), Double Cameroon (10.

Is visible to multiple players on a tablet. As Farkle gained popularity around the world it’s name changed to reflect the locality. I make this intuition precise in the table below. Just punch in the points, click the player, and the score is updated. On the other hand if the current score is low and there are at least four dice to roll, it is best to make the small gamble and keep rolling. Intuitively, if the current score is high and there is only one or two dice to roll, it is too risky of a gamble to roll. At any games state, the player has multiple options: she can end her turn, accepting her current score, or she can gamble her current score by rolling the remaining dice for a chance to score more points. The "game state" of Farkle roll can roughly be characterized by 2 values: the current score accumulated, and the number of dice left to roll. There are many variants to Farkle, but I like to play by this set of rules. Before I begin, let me first state the value of different dice rolls I assumed while developing the strategy.Įverything else is considered to be a Farkle (0 points). All of my findings are based on sound mathematical methods and a computer program was used to determine the optimal strategy. If you are unfamiliar with the game, I encourage you to skim the linked article so that you can better understand this blog post. In this post, I will discuss my findings in terms of an optimal strategy for Farkle, which is a dice game of chance.
