Roll six dice, set aside scoring combinations, and bank before you bust. Reach the target without farkling away your turn.
Play today's daily challenge to build your streak.
Roll the dice, then set aside at least one scoring combination.
Tap scoring dice to keep them, then roll the rest or bank. Keys 1–6 toggle dice; R rolls; B banks.
Share your results
Score points with six dice and bank them before a roll scores nothing — a Farkle, which dumps the turn. Reach the target to win.
Your first banked turn must reach the opening score (300 Easy, 500 Classic / Daily, 1,000 Hard). After that you may bank any scoring turn.
| Combination | Score |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s / 3s / 4s / 5s / 6s | 200 / 300 / 400 / 500 / 600 |
| Four / five / six of a kind | 2× / 3× / 4× the three-of-a-kind score |
| Straight 1–2–3–4–5–6 | 1,500 |
| Three pairs | 1,500 |
| Two triplets | 2,500 |
| Four of a kind + a pair | 1,500 |
Every die you set aside must be part of a scoring combination — leftover 2s, 3s, 4s or 6s are not allowed.
Everyone receives the same seeded first roll. It resets at midnight UK. Reach 10,000 to win. The first finish of the day counts for the league and your streak.
Practice mode
Practice Game uses this target and opening score. The daily challenge is always Classic (10,000, opening 500) with the same first roll for everyone.