Or share the code — friends can type it in instead.
Roll six dice. Set aside at least one scoring die, then either roll what's left to build the pot, or bank to add it to your score.
Roll with nothing scoring and it's a Farkle — the whole turn is lost.
Score all six dice and you get hot dice: roll all six again, keeping everything you've built.
First past the target triggers a final round — everyone else gets one last turn, highest score wins.
An optional house rule, switched on at setup. If you bank while dice are still sitting there unrolled, the next player may answer Feeling Lucky? and roll those leftovers instead of taking six fresh dice.
Score on that roll and you pick up the banker's whole turn total and carry on from there — they keep their points too, so nothing is stolen. Farkle it and your turn is over with nothing, including everything you inherited.
It's offered only when the banker left one to five dice. Use all six and there's nothing to hand over.
The other optional house rule, and it runs alongside Fairoaks. Five streaks are watched for every player — three farkles in a row, your fifth farkle, three turns stuck in last, three straight banks of 500+, or hot dice twice in one turn.
Cross one and you draw a special die at random: hold it until you spend it. You can carry two; a third is forfeited, and they expire at the end of the game.
Arm one from the coloured chips above the buttons, then roll.
Counted by difficulty across every game on this device.