

Farkle 


"Ones" are worth 100 points apiece
The object of Farkle, like most games, is to score more points than your opponents.
Players take turns rolling dice, selecting scoring dice or combinations of dice
until one player "goes out" by surpassing the "play to" score (this can be set to either 5000 or 10000
when you begin a new game). Once a player "goes out", all other players get one last turn to try
and beat the highest score (no matter who went first.) Whoever has the highest score at that point wins.
Game Play:
When the game begins, players take turns with the dice. When it's a player's turn, he or she rolls
all five dice and sets aside any or all "scoring" dice, adding their value to his or her "turn score".
After selecting some or all of the "scoring" dice, the player can do one of two things:
1) roll the dice that he or she didn't set aside,
2) pass the dice and add the "turn score" to his or her total score.
If the player chooses to roll the remaining dice, again, he or she selects any or all
"scoring" dice from the new roll, adding the points to his or her "turn score", and decides once again
whether to roll the remaining dice or pass the dice. This continues until the player passes the dice and adds his
or her "turn score" to his or her "total score" , or the player rolls some or all of the dice and no "scoring"
dice are rolled (that's called "Farkling"). When a player farkles, none of his or her "turn score" points get added to his or her total score. In effect, when you farkle, it's a lost turn.
Skill comes into play in two ways: First, when you roll multiple scoring dice, you decide which ones to
set aside. You don't have to set all of them aside. Second, you have to know how far to "press your luck"
during a turn. Is it worth rolling only one die and risking the 300 points you've acquired? You'll have to decide.
Special Circumstances:
Breaking In: Before a player can pass the dice the first time, he or she must reach the "break in" score.
When you start a game, you decide if the break in score will be 500 or 1000 points (by default, it's 750.)
After a player has broken in, he or she can pass with as little of a "turn score" as he or she wants.
Scoring Values:
"Fives" are worth 50 points apiece

A "Straight" (1, 2, 3, 4, 5 or 2,3,4,5,6,)
in any order, but in one roll is worth 1500 points.
Three "Ones" are worth 1000 points.
Three "Twos" are worth 200 points.
Three "Threes" are worth 300 points.
Three "Fours" are worth 400 points.
Three "Fives" are worth 500 points.
Four of a kind in a roll is worth double the Three of
a kind score. For example...4,4,4,4 is worth 800 points.
Five of a kind is worth double the Four of a kind
score...
4,4,4,4,4 is worth 1600 points.