Farkle scoring: what is every combination worth?

Last updated: 27 October 2026

In Farkle only some dice score. A one, a five and a few combinations of dice bring points, and everything else brings nothing. Here is what each of them pays at most tables, how a turn goes, and how often each combination comes up.

The Farkle scoring chart

These are the values most tables play with. A combination only counts when all of its dice come up in the same roll.

Combination Points
A single one100
A single five50
Three ones1,000
Three twos200
Three threes300
Three fours400
Three fives500
Three sixes600
Four of a kind1,000
Five of a kind2,000
Six of a kind3,000
A straight from one to six1,500
Three pairs1,500
Four of a kind with a pair1,500
Two triplets2,500

Twos, threes, fours and sixes score nothing on their own. They only count as part of a combination. A roll of 1, 1, 3, 4, 5, 6 is therefore worth 250 points: two ones and a five.

How much is three pairs in Farkle?

Three pairs are worth 1,500 points. All six dice have to come up as three pairs in one roll, for example two ones, two fours and two sixes. You cannot collect the pairs over several rolls.

Three pairs are worth the same whichever numbers they show. Two twos, two threes and two sixes pay as much as three pairs that include ones and fives.

What are two triplets worth in Farkle?

Two triplets are worth 2,500 points. Both triplets have to come up in the same roll of six dice. Without this rule, three twos and three fours would count as two separate three of a kinds, which is only 600 points.

Is four of a kind with a pair the same as three pairs?

Not quite, but it pays the same. Four of a kind with a pair is its own combination, and it is worth 1,500 points, just like three pairs. Some tables simply count it as three pairs, and the score comes out the same.

How many times can you roll in Farkle?

You can roll as many times as you like in one turn. After every roll you set aside at least one die that scores, and then you either bank the points or roll the dice that are left. The turn ends when you bank or when a roll scores nothing.

A roll that scores nothing is a farkle, and it wipes out every point of the turn. When all six dice have scored, you have hot dice: you pick up all six and roll again, and the points you already hold stay in the turn. Each roll is a new choice between more points and the risk of losing them. Our page on when to stop rolling in Farkle works out that choice for every number of dice.

The odds of every combination

We counted all 46,656 ways six dice can land. This is how often each combination comes up on the first roll of a turn.

On a roll of six dice Chance
Three of a kind30.9%
Three pairs3.9%
Four of a kind3.9%
A farkle2.3%
A straight1.5%
Four of a kind with a pair1.0%
Two triplets0.6%
Five of a kind0.4%
Six of a kind1 in 7,776

Each row counts the dice that show exactly that combination, so three of a kind means a roll with three dice alike and no bigger combination. Three pairs come up as often as four of a kind, and both come up more than twice as often as a straight.

How tables score differently

Farkle has no single rule book, and the game also goes by Zonk, Greed, Zilch, Hot Dice and Ten Thousand. These are the changes you meet most often.

Agree on the values before the first roll. It saves the argument that otherwise starts with the first three pairs.