How to play
The Farkle roguelike
Roll six dice, push your luck, then spend the winnings on cards that rewrite the rules.
Farkle basics
Throw six dice, keep what scores, push for more or stop.
Six dice, one number to beat
- Your Bag — six dice. They won't stay that way.
- A Bout — a target score, five Turns to reach it.
- Clear it and you shop. Miss it, the run ends.
The starting Bag. Red pips score on their own.
The scoring table
Points is the raw score a Pattern pays.
| Pattern | What it looks like | Points |
|---|---|---|
| Single 5 | Dice showing 5. | 50 |
| Single 1 | Dice showing 1. | 100 |
| Tripletsface × 100 | Dice showing 4, 4 and 4. | 400 |
| Three 1sa 1 counts as ten | Dice showing 1, 1 and 1. | 1,000 |
| Quadruplets | Dice showing 3, 3, 3 and 3. | 1,000 |
| Three Pair | Dice showing 2, 2, 4, 4, 6 and 6. | 1,500 |
| Straight | Dice showing 1, 2, 3, 4, 5 and 6. | 1,500 |
| Five of a Kind | Dice showing 6, 6, 6, 6 and 6. | 2,000 |
| Two Triplets | Dice showing 2, 2, 2, 5, 5 and 5. | 2,500 |
| Six of a Kind | Dice showing 4, 4, 4, 4, 4 and 4. | 3,000 |
Pairs are worth nothing. The COMBOS page prints every hand at your current level.
Reading a roll
- Pick the scoring dice, then press KEEP & ROLL.
- Every picked die must belong to a Pattern — no passengers, so nothing is thrown away by mistake.






Three 4s, a Triplet, 400 Points. Three dice left.
Farkle. Nothing scores: the Pot is wiped and the Turn is gone. Banked score is never taken back.
Score & Mult
Every score is two numbers multiplied, and knowing which to grow is most of the game.
Points × Mult
- Points — the blue number: the Pattern's value plus what your cards add.
- Mult — the red one. Every Pattern starts at ×1.
- Two Patterns in one score? Only the strongest gives Mult.
- The score pays Points × Mult, into the Pot.
The readout, before you commit. The preview is the payout.
Why Mult wins
Two-Headed Coin is a Charm: ¢7, bought between Bouts, kept all run.
One ¢7 Charm, four times the score. +1 Mult per 2, 4 or 6 scored.
+500 Points would have paid 900. The same ¢7 on Mult paid 1,600, and keeps paying.
Rerolls and Turns
Five Turns to spend, three Rerolls when the dice let you down.
The three presses of a Turn. Keep and Bank are the two answers; Reroll is the way out.
-
Roll
Throw what you have left. A Turn's first throw is all six.
-
Keep — or Bank
Pick the scoring dice. KEEP & ROLL puts them in the Pot and throws the rest. BANK puts them in and stops.
-
Or Farkle
Nothing scores. The Pot is wiped — unless you Reroll.
- Five Turns — each ends on a Bank or a Farkle. Spend all five short of target and the run ends.
- Three Rerolls — throw the dice you picked again, or the whole table when you picked none. Whenever you like.
- The Pot — not yours until Banked. Three dice left is comfortable; one dies two times in three.
- Turns
- 4
- Rerolls
- 3
- Stage
- 1
- Coin
- ¢4
Checked before pressing. 1,150 riding on a 31% risk.
Hot Dice. Score every die on the felt: the whole Bag comes back, Pot untouched. Six fresh dice Farkle 2% of the time.
Buying upgrades
The Shop opens between every Bout: five classes of card.
- Start: ¢4.
- Win a Bout: ¢3, ¢4 or ¢5.
- Unspent Turns and Rerolls: ¢1 each.
- Interest: ¢1 per ¢5 held, up to ¢5.
“Each single 1 Pattern scored gives +50 Points for each level of that Pattern.”
On your rail all run. Five slots.
“Gives the Pot ×2 Points. You can still lose it.”
One-shot, spent mid-Turn. Two slots.
“Level up Triplets.”
Redeemed on purchase. Levels a family for good.
“Choose one die face. Erase the pips and leave behind a 1.”
Re-cuts one face of one die.
“Gain +1 Charm slot for the rest of this run.”
Bought once. Changes a rule for the run.
The whole deck. Charms, Consumables, Dice Upgrades, Pattern Cards, Permits, Store cards, Draws and Marks.
That is the game. Go and play it.
Sections 5 to 7 are depth: the ladder, the Keeper, the meta layer.
Bouts, Stages, and The Keeper
Three Bouts make a Stage, and eight Stages make a run.
Pays ¢3
Pays ¢4
Pays ¢5 — and breaks a rule
Stage 1's targets. Skip one of the first two for a Mark. The Keeper cannot be skipped.
The Keeper is the boss
- Each breaks one rule for the whole Bout. 17 of them, dealt fresh.
- The Moth eats a tenth of the Pot per roll. The Bailiff switches two Charms off.
- Each prints its counter, and none may leave you without a move.
The Stage ladder
| Stage | Small | Big | The Keeper |
|---|---|---|---|
| 1 | 936 | 1,188 | 1,440 |
| 2 | 2,340 | 2,970 | 3,600 |
| 3 | 5,850 | 7,425 | 9,000 |
| 4 | 13,572 | 17,226 | 20,880 |
| 5 | 28,080 | 35,640 | 43,200 |
| 6 | 53,820 | 68,310 | 82,800 |
| 7 | 88,920 | 112,860 | 136,800 |
| 8 | 140,400 | 178,200 | 216,000 |
Clear Stage 8's Keeper and the run is won — or go on, into Endless.
Read the curve, not the row. Stage 8 asks 150 times Stage 1. If a Bout feels impossible, the answer was three shops ago.
Bags, Challenges, and Upgrades
A run ends, but the game around it does not.
What a die becomes
- Two faces re-cut to 1s by Dice Upgrades.
- Gold, so it pays whenever it scores. Two Glyphs.
- None of it luck. Every change was a card bought.
One die, Stage 8. The ladder is priced against six.
Before the run
Every unlock is earned by play
- Every locked card, Bag and Tabletop names the play that earns it, on the Quest Board.
- COLLECTION holds every ware, Bag, Stake and achievement — earned or not.
No currency, no packs, no timer, no account. One payment, once.
The Quest Board
Every locked card names the play that earns it. Pull it off and the card is yours.
Quests
- Open the QUEST BOARD from the main menu. Each locked card has one quest: a feat, like Hot Dice three times in one Turn, or a tally, like Score 75 lone 5s.
- A quest counts good plays only. Meet it and a QUEST COMPLETE banner says so; the card joins your next Bazaar.
- Pin up to three before a run. They ride along on Bout Select.
No packs, no currency. Nothing is random about what you unlock next. You choose it, then you play for it.
What the board holds
Strategies to win
Three habits that separate Stage 3 from a finished run.
Buy the red column
At equal prices, take Mult over Points. Build the multiplier, then feed it.
Count the gap
Can the Pot you hold finish this Bout? If yes, stop. If no, caution will not save you.
Chase Hot Dice
Score everything you can. The all-six score hands the Bag back, Pot untouched.
Glossary
- Bag
- The six dice you play with.
- Bout
- One scoring encounter. Beat its target.
- Turn
- One roll-and-push sequence. Five per Bout.
- Pattern
- A combination that scores.
- Keep
- Committing the dice you picked, and scoring them.
- Pot
- Scored this Turn, not yet banked.
- Bank
- Keeping the Pot. It ends the Turn.
- Farkle
- A throw with nothing in it.
- Hot Dice
- Every die scored. The Bag comes back.
- Points
- The raw score a Pattern pays.
- Mult
- What the Points are multiplied by.
- Coin
- Shop money, written $.
- The Shop
- The counter between Bouts.
- Stage
- Three Bouts. A run is eight.
- The Keeper
- The Bout that ends a Stage.
- Rail
- Where your Charms sit. Five slots.
- Mark
- A favour owed for skipping a Bout.
- Stake
- A Bag's difficulty rung. Eight each.
- Seed
- A code that deals one run.
- Quest Board
- Where every locked card names the play that earns it.
- Quest
- One locked card's feat or tally. Meet it, keep the card.
- Strategy
- A family of cards that work together, found by play.
- Loan
- A locked card the Shop lends. Fell the Keeper to keep it.
- Level
- A card's strength, raised by XP from felled Keepers.
- Combos
- The page listing every Pattern.
Six dice. Eight Stages. Go and break the math.
Four Stages in a browser tab. No download, no account.