Farkle (Standard)Played to 10,000 · entry threshold 500The most widespread 6-dice variant, with the reference rules most dice apps and sellers use.
The reference variant that nearly every dice app and dice seller bases their rules on. The player rolls 6 dice, and after every roll must set aside at least one scoring die, then may bank or keep rolling. A non-scoring roll is a "farkle" — the entire unbanked turn is lost. Goal: the first player to bank ≥10,000 points triggers the final round — every other player gets exactly one more turn, and the highest score after that wins.
Entry threshold: 500 points in a single turn (other sources cite 350/400/600/1000). A farkle means the whole open turn is lost, but the bank stays untouched. Hot dice: once all 6 dice have scored, the player picks them all back up and rolls again, with no limit on repeats.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Four of a kind | 2× the triplet value |
| Four of a kind (alt. flat value) | 1,000 pts |
| Five of a kind | 3× the triplet value |
| Five of a kind (alt. flat value) | 2,000 pts |
| Six of a kind | 4× the triplet value |
| Six of a kind (alt. flat value) | 3,000 pts |
| Straight 1-2-3-4-5-6 | 1,500 pts |
| Three pairs | 1,500 pts |
| Two triplets | 2,500 pts |
History
Commercialized in 1996 as Pocket Farkel (Legendary Games) — today it's the most common name both in English and in apps. The exact scoring table varies slightly between sources (especially the straight and the 4/5/6-of-a-kind combos); the table used here follows Dice Game Depot / farkle.games, today's most frequently cited version.
Source: docs/PRAVIDLA-RESEARCH.md
10,000 / Dix Mille (European)Played to 10,000 · entry threshold 350The European/francophone branch, with "flat" values for four-, five- and six-of-a-kind and a lower 350-point entry threshold.
The European/francophone tradition, which many sources (e.g. gamelearn.eu) consider older than the American Farkle. The key difference: four, five and six of a kind all have "flat" values — they don't scale up with the number of matching dice the way Standard Farkle does.
The entry threshold is typically lower, 350 points (common in Europe; some variants use 500 or no threshold at all). Penalty: three busts in a row deduct 500 or 1000 points from the total score in many European rulesets — this penalty is less common in the American Standard Farkle. Winning: reaching ≥10,000 points triggers a final round for the other players.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Four of a kind (flat, regardless of face) | 1,000 pts |
| Five of a kind (flat) | 2,000 pts |
| Six of a kind (flat) | 3,000 pts |
| Three pairs | 1,500 pts |
| Straight 1-2-3-4-5-6 | 1,500 pts |
| Two triplets | 2,500 pts |
History
The name "Dix Mille" has been documented in French gaming culture since the 19th century; according to some authors (e.g. Andrew Looney, writing about Cosmic Wimpout), Dix Mille is the "parent" game for the American variants.
Source: docs/PRAVIDLA-RESEARCH.md
ZilchPlayed to 10,000 · entry threshold 500An American regional name for essentially the same game as Farkle — the difference is mostly terminology and a common three-bust penalty.
Mechanically almost identical to Farkle — the main difference is terminology (a non-scoring roll is called a "zilch", not a "farkle") and a more common penalty for repeated busts. According to the BoardGameGeek entry (Zilch, ID 11456), some community versions score triplets simply as face value × 100 with no exception for ones (i.e. three 1s = 100, not 1000) — this is a documented deviation, not the norm, since most Zilch communities keep the standard three-1s-equal-1000 exception.
Entry threshold: 500 points. Penalty: three zilches in a row costing −500 points is a common optional rule. Otherwise the game matches Standard Farkle.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Straight 1-2-3-4-5-6 | 1,500 pts |
| Three pairs | 1,000 pts |
Source: docs/PRAVIDLA-RESEARCH.md
ZonkPlayed to 10,000An American regional variant that emphasizes dice fairness — sharp-edged dice are recommended to prevent roll manipulation.
Another American regional name, with a strong emphasis on physical fairness — the official rules (zonkthegame.com, 1999) recommend dice with sharp edges (not rounded corners) to prevent uncontrolled "rolling" and roll manipulation. The player who rolls the highest number on a single opening die starts the game.
The base scoring table matches Standard Farkle. The source doesn't document extended combos like the straight or three pairs — in practice these are added by community/local agreement.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
History
Several commercial apps are named directly "Zonk 10000", and they popularized this branch digitally.
Source: docs/PRAVIDLA-RESEARCH.md
Greed (UK)Played to 10,000 · entry threshold 300A British pub version where three 1s are worth just 300 points instead of the usual 1000 — a mathematically harsher variant.
A British pub version. The key difference from Standard Farkle: three 1s count for only 300 points (the 1000-point exception doesn't apply) — this significantly changes the value of ones and makes Greed a mathematically "harsher" variant. The entry threshold is lower (~300 points), and some versions additionally cap the maximum gain per turn at 3000 points to prevent extreme swings.
Other combos (straight, three pairs) are taken from local agreement and aren't standardized.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 300 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
History
Widespread in United Kingdom pub culture; the name "Greed" directly names the core of the push-your-luck mechanic.
Source: docs/PRAVIDLA-RESEARCH.md
Zehntausend / Macke / Volle Lotte / TuttoPlayed to 10,000 · entry threshold 350The richest house-rules family from German-speaking countries — played with 5 dice, plus dozens of extra mechanics like proving rolls or table-knocking.
The richest and most thoroughly documented house-rules family in the world (the German Wikipedia devotes an extensive separate chapter to Zehntausend variants). The base version is played with 5 dice (not 6!), a fundamental difference from the American variants. Dozens of other names exist for the same game: Macke, Berliner Macke, Volle Lotte, Anschluss, Tutto, Michel hat gesagt…, Dirschli (northern Saxony), Manolo (Switzerland), Chicago (an old Mac/Windows shareware version).
Key differences from the American variants: "proving" (Beweisen) — a triplet or four-of-a-kind must be "proven" on the next roll with another 1 or 5, or the points are lost (the American variants have no equivalent). "Doubling across rolls" (Ergänzen) — if a player rolls a triplet and adds a matching die on the next roll, the triplet's value doubles. "Anschluss" — the equivalent of hot dice: once all dice have scored, the player picks them all back up and rolls again. "Übernehmen" (piggyback) — the next player may take over the dice left by the previous player after their turn ended, and keep rolling them along with the banked points.
Physical "foul" rules: knocking/Klopfen (if dice land on top of each other or at an angle, the player may knock on the table once instead of re-rolling), Hausbau/Brennen (dice stacked on each other must be re-rolled; three such faults in a row lose the turn). "Sechserpasch" — rolling the same number on all six dice at once (in the 6-dice version) is an instant, unconditional win. "Bumerang" — an optional variant where, after reaching 10,000, play continues backward toward zero; whoever drops below zero first wins. "Balken" (southwestern Germany) — a simplified variant where only ones, fives, triplets and the straight score; everything else is worth 0.
Entry threshold / penalty: "verschärft" (tightened) variants require a minimum of 350 points to enter and leave at most 2 dice unused; the "Minus" variant deducts 1000 points for a zero opening roll. Alongside the doubling table shown here, a simpler "base" table without doubling also exists (e.g. four 1s = a flat 10,000 points, four 2s = 2,000 points), which some households use instead of the doubling rule.
Scoring
| Combo | Points |
|---|---|
| Single 5 | 50 pts |
| Single 1 | 100 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Three 1s | 1,000 pts |
| Four of a kind (doubles the triplet, "Verdoppel-Regel") | 2× the triplet value |
| Straight 1-6 (optional 6-dice variant) | 3,000 pts |
Source: docs/PRAVIDLA-RESEARCH.md
Pocket FarkelPlayed to 10,000The first mass-marketed commercial version of the game, from 1996 — it introduced its own twist: three 1s are worth just 300 points.
The first mass-marketed commercial version of the game (Legendary Games Inc.). It introduced its own deviation from the folk tradition: three 1s = 300 points (same as the British Greed), not 1000 as in the American Standard Farkle — which suggests Legendary Games leaned on the European/British tradition when standardizing. The box also includes a special "Determinator" die, used to settle disputed situations.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 300 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
History
Trivia (unconfirmed): one source (cited from Wikipedia, originally from the Pocket Farkel FAQ) states that in this commercial version, the player who FIRST reaches 10,000 points actually loses — a reversed rule compared to every other variant. This claim could not be confirmed by a second independent source, so it's presented here only as an unverified curiosity, not as part of any official setting.
Source: docs/PRAVIDLA-RESEARCH.md
Kocky do 10 000 (Slovak "dice to 10,000")Played to 10,000A Slovak colloquial version closest to Standard Farkle, with an entry threshold that varies by household (300 to 500 points).
Two names coexist in Slovakia that are often used interchangeably in everyday speech but differ slightly in detail — while gathering sources (forums, community sites) no single "official" Slovak ruleset could be found, which confirms this is a genuine folk game.
"Kocky do 10 000" is closest to Standard Farkle. The player rolls 6 dice, sets aside scoring dice, and banks or risks another roll. The entry threshold is given as 300, or 400–500 points depending on the household (inconsistent, so the app leaves it as an adjustable value). The straight is worth either 1000 or 2000 points depending on the source.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Straight 1-2-3-4-5-6 (inconsistent between sources) | 1,000–2,000 pts |
Source: docs/PRAVIDLA-RESEARCH.md
Kockový poker (Slovak "dice poker")Played to 10,000 · entry threshold 50A separate Slovak tradition with a very low continuous threshold (just 50 points) and a flexible target of 5,000 / 10,000 / 20,000.
Two names coexist in Slovakia that are often used interchangeably — "Kockový poker" is a separately named Slovak tradition (sk.wikipedia.org has its own entry for it), distinct from "Kocky do 10 000".
Key differences: a very low continuation threshold — just ≥50 points in the current roll lets a player continue (i.e. there's no high "opening" threshold like in American Farkle; the threshold applies continuously to every roll, not just the first entry — the app simplifies this as a 50-point entry threshold). The straight 1-2-3-4-5-6 is worth 2000 points — valued higher than in most other variants. The game's target is flexible — players agree on a target score beforehand: 5000, 10,000 or 20,000 points.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Straight 1-2-3-4-5-6 | 2,000 pts |
Source: docs/PRAVIDLA-RESEARCH.md
Kostky 10 000 / Desetitisíc (Czech)Played to 10,000 · entry threshold 500The most thoroughly documented Czech pub tradition — precise values for three- through six-of-a-kind and two straight lengths.
A Czech pub tradition, documented in exceptional detail on the community site hrakostky.cz (project GGBOOSTER) — the most complete freely available Czech/Slovak scoring table found in this research, including exact values for four-, five- and six-of-a-kind.
Gameplay: the player with the highest opening roll starts, and play proceeds clockwise. Every roll must include at least one set-aside scoring die. The player chooses: BANK (record the points and pass the dice) or RISK (keep rolling the remaining dice). A non-scoring roll is a Farkle — the turn's unbanked points are lost. Hot dice: once all 6 dice have scored, they're picked back up and rolled again. Once a player reaches ≥10,000 points, every opponent gets exactly one final turn; players tied for the win get one extra turn to break the tie.
Source note: this specific Czech house version doesn't count three pairs as a scoring combo (unlike American Farkle) — explicitly listed as an optional add-on that "we don't use here". A local addendum: the first entry into the bank must be at least 500 points. Another Czech source (smartmax.cz / bydlenivraji.info) instead states a minimum gain of 400 points on EVERY roll (not just the first entry) as the condition to continue — a different type of threshold (continuous, not just an entry threshold).
Scoring
| Combo | Points |
|---|---|
| 1 | 100 pts |
| 5 | 50 pts |
| 1-1-1 | 1,000 pts |
| 2-2-2 | 200 pts |
| 3-3-3 | 300 pts |
| 4-4-4 | 400 pts |
| 5-5-5 | 500 pts |
| 6-6-6 | 600 pts |
| 1-1-1-1 | 2,000 pts |
| 2-2-2-2 | 400 pts |
| 3-3-3-3 | 600 pts |
| 4-4-4-4 | 800 pts |
| 5-5-5-5 | 1,000 pts |
| 6-6-6-6 | 1,200 pts |
| 1-1-1-1-1 | 4,000 pts |
| 2-2-2-2-2 | 800 pts |
| 3-3-3-3-3 | 1,200 pts |
| 4-4-4-4-4 | 1,600 pts |
| 5-5-5-5-5 | 2,000 pts |
| 6-6-6-6-6 | 2,400 pts |
| 1-1-1-1-1-1 | 8,000 pts |
| 2-2-2-2-2-2 | 1,600 pts |
| 3-3-3-3-3-3 | 2,400 pts |
| 4-4-4-4-4-4 | 3,200 pts |
| 5-5-5-5-5-5 | 4,000 pts |
| 6-6-6-6-6-6 | 4,800 pts |
| Straight 1-2-3-4-5-6 | 1,500 pts |
| Short straight 1-2-3-4-5 | 500 pts |
| Short straight 2-3-4-5-6 | 750 pts |
Source: docs/PRAVIDLA-RESEARCH.md
Cosmic Wimpoutentry threshold 35 · points aren't in multiples of 50A commercial game since 1976, played with 5 custom dice bearing symbols instead of numbers — victory or defeat can arrive instantly.
A commercial game since 1976 (C3, Inc.), closely tied to the Berkeley, California counterculture and the Grateful Dead community — it's still played in tournaments today (e.g. the Green River Festival, Massachusetts). Played with 5 custom dice ("cubes") bearing symbols instead of numbers (2 dashes, 3 triangular glyphs/"flaming sun" wild, 4 lightning bolts, the number 5, 6 stars, the number 10).
Scoring: single 5s and 10s count directly as 5 and 10 points. The "flaming sun" wild die can substitute for a 5/10 or complete a flash. Entry threshold: 35 points. Because the game has both instant-win and instant-loss rolls, it isn't a pure "race to a target score" the way the other variants are — the app therefore doesn't use a target-score field for this variant; winning or losing is governed by the rolls described in the scoring table.
Why it's interesting for the app: it shows the core concept can be elegantly carried over to a completely different (non-numeric) dice design — inspiration for a future "skin"/visual variant in the GAME module, though not for the classic number-based scoring engine.
Scoring
| Combo | Points |
|---|---|
| Single 5 | 5 pts |
| Single 10 | 10 pts |
| "Flash" (triplet of any face) = 10x the die's value | 10× the die's value |
| "Freight train" (5 of a kind in one roll) = 100x the die's value | 100× the die's value |
| Six stars (2-2-2-2-2 with the wild die) — instant win | |
| "Supernova" (five 10s) — instant loss and elimination |
Source: docs/PRAVIDLA-RESEARCH.md
Hot Dice / 5-Dice FarklePlayed to 10,000 · entry threshold 500Farkle played with 5 dice instead of 6 — no three-pairs combo, but an instant win is possible on five-of-a-kind on the opening roll.
Not a separate branch, but a common sub-variant of Standard Farkle: played with 5 dice instead of 6. The "three pairs" combo drops out (it needs an even number of dice), and an instant-win option is added if a player rolls five of a kind on the very first roll of a turn. The rest of the scoring table and the entry threshold match Standard Farkle.
Scoring
| Combo | Points |
|---|---|
| Single 1 | 100 pts |
| Single 5 | 50 pts |
| Three 1s | 1,000 pts |
| Three 2s | 200 pts |
| Three 3s | 300 pts |
| Three 4s | 400 pts |
| Three 5s | 500 pts |
| Three 6s | 600 pts |
| Five of a kind on the very first roll of a turn — instant win |
History
According to Wikipedia, this may in fact be the original version of Farkle before it was extended to 6 dice — meaning it could historically be "older" than today's Standard variant.
Source: docs/PRAVIDLA-RESEARCH.md
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