Farkle Score Sheet With a Running Total to 10,000

A row per turn, a running total under every score and the 13-line points table below.

Standard game to 10,000: a column for each player. Totals fill in as scores are typed.
Turn
Farkle turn 1Points banked, or 0 for a farkle
Farkle turn 2
Farkle turn 3
Farkle turn 4
Farkle turn 5
Farkle turn 6
Farkle turn 7
Farkle turn 8
Farkle turn 9
Farkle turn 10
Farkle turn 11
Farkle turn 12
Farkle turn 13
Farkle turn 14
Farkle turn 15
Farkle turn 16
Farkle turn 17
Farkle turn 18
Farkle turn 19
Farkle turn 20
Farkle turn 21
Farkle turn 22
Farkle turn 23
Farkle turn 24
Farkle turn 25
Total banked: first to 10,000

Scoring key

Single 1 100
Each 1 outside a combination scores 100. With a 5, it is the only single die that scores.
Single 5 50
Each 5 outside a combination scores 50, which is why every turn total is a multiple of 50.
Three 1s in one throw 1,000
The one triple that breaks the pattern: 1,000, not 100. Better than three 6s.
Three 2s in one throw 200
A triple of 2s to 6s scores 100 times the number, so three 2s is 200.
Three 3s in one throw 300
100 times the number: 300.
Three 4s in one throw 400
100 times the number: 400.
Three 5s in one throw 500
500 as a triple. The same three 5s set aside one at a time are only 150.
Three 6s in one throw 600
100 times the number: 600, the best plain triple after 1s.
Four of a kind in one throw 1,000
Any four matching dice score 1,000, whatever the number.
Five of a kind in one throw 2,000
Any five matching dice score 2,000.
Six of a kind in one throw 3,000
All six dice the same score 3,000, the most one throw can earn under this table.
Three pairs 1,500
Three different pairs from one throw of all six dice score 1,500, and all six dice have scored.
Run of 1-2-3-4-5-6 2,500
One of each number from a single throw of all six dice scores 2,500.
Farkle: a throw with no scoring dice 0
If a throw shows no 1, no 5 and no combination, the turn ends and every point built up in that turn is lost. Write 0. Points banked on earlier turns are safe.
Hot dice: all six have scored
Once every die has been set aside for points, pick all six up and throw again, adding to the same turn. It can happen any number of times in a turn. Some tables make that extra throw compulsory.
A combination must land in one throw
Dice set aside earlier never join a later throw. Two 5s kept from one throw and a third 5 from the next score 150, not 500.
Four 1s: 1,100 beats the 1,000
Read as three 1s plus a single 1, four 1s come to 1,100 under the standard table, more than the 1,000 for four of a kind. No other number works this way: four 5s read as a triple and a single are only 550. Settle it before the first throw.
Chance of a farkle, by dice thrown
Counted from every possible throw under the standard table: about 2% with six dice, 8% with five, 16% with four, 28% with three, 44% with two and 67% with one.
The last round after 10,000
When a player banks a total of 10,000 or more, every other player gets one more turn to pass it. The highest total after that round wins. Some groups play to a different target, so agree on it first.

How each row scores

Farkle turn
Points banked, or 0 for a farkle

Type a score and the totals fill in. Highest total wins. First to 10,000 wins.

Names and scores stay in this browser until you press New game.

Farkle Score Sheet With a Running Total to 10,000: how it works

This farkle score sheet keeps a running total for up to 8 players in the six-dice game some families call ten thousand. Type what each turn banked, or 0 for a farkle, and it marks the first player to reach 10,000. It doubles as a printable farkle score sheet with the full points table underneath.

Fill in the sheet turn by turn

Press Add a player until everyone has a column, then rename the headings. Type the points each turn banked in your next open row, or 0 if you farkled. The running total appears under the box. Six rows show at first and another opens as the last fills, up to turn 25. Type 1000, not 1,000: the sheet cannot read the comma. It flags any score that is not a multiple of 50, because no throw makes one.

Farkle scoring: the numbers people argue about

A lone 1 is 100 and a lone 5 is 50. Three of a kind pays 100 times the number, except three 1s, which pay 1,000. Four, five and six of a kind are 1,000, 2,000 and 3,000, three pairs 1,500 and a 1-to-6 run 2,500. Each combination has to land in one throw: two 5s kept earlier plus a third 5 now is 150, not 500.

Tips

  • Print blank sheet gives a printable 10,000 dice game score sheet on Letter or A4, with 25 numbered turns and the points table.
  • Your last two dice farkle 44% of the time and a lone die 67%. All six fail about 1 throw in 43.
  • Need 500 to get on the board, or lose 500 for three farkles in a row? Switch to 500 to open, three-farkle penalty for the penalty row.

Questions and answers

How many points do you need to win farkle?

Most tables play to 10,000, and this sheet marks the first player to get there. Every other player then takes one more turn, and the highest total wins. Farkle has no official rulebook, so agree on a target first.

Are four 1s worth 1,000 or 1,100?

Under the standard table four of a kind is 1,000, but four 1s can be read as three 1s for 1,000 plus a single 1 for 100. No other number gains from the split: four 5s that way are only 550. Agree before it comes up.

What happens when all six dice score?

You have hot dice. Pick up all six and keep throwing, and everything you score adds to the same turn. It can happen any number of times, and some tables make the extra throw compulsory. A farkle on the new throw still wipes out the turn.

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All 28 lines

Turn rows and the running total 2

  • Farkle turn One numbered row per turn, 25 in all. Write the points you banked, always a multiple of 50, or 0 if the turn ended in a farkle.
  • Total banked: first to 10,000 Every turn added together. The running figure under each turn is this total so far, and the first column to reach 10,000 is marked.

House-rules sheet: the three-farkle penalty 2

  • Three farkles in a row: minus 500 each time House rule. Count one each time a player farkles on three turns running, and the sheet takes 500 off per count. Agree first whether a total may drop below zero; this sheet lets it.
  • Total after three-farkle penalties Every banked turn, less 500 for each count in the penalty row. First to 10,000 still wins.

Points table: standard scoring 13

  • Five of a kind in one throw Any five matching dice score 2,000.
  • Four of a kind in one throw Any four matching dice score 1,000, whatever the number.
  • Run of 1-2-3-4-5-6 One of each number from a single throw of all six dice scores 2,500.
  • Single 1 Each 1 outside a combination scores 100. With a 5, it is the only single die that scores.
  • Single 5 Each 5 outside a combination scores 50, which is why every turn total is a multiple of 50.
  • Six of a kind in one throw All six dice the same score 3,000, the most one throw can earn under this table.
  • Three 1s in one throw The one triple that breaks the pattern: 1,000, not 100. Better than three 6s.
  • Three 2s in one throw A triple of 2s to 6s scores 100 times the number, so three 2s is 200.
  • Three 3s in one throw 100 times the number: 300.
  • Three 4s in one throw 100 times the number: 400.
  • Three 5s in one throw 500 as a triple. The same three 5s set aside one at a time are only 150.
  • Three 6s in one throw 100 times the number: 600, the best plain triple after 1s.
  • Three pairs Three different pairs from one throw of all six dice score 1,500, and all six dice have scored.

Rulings and house rules 11

  • A combination must land in one throw Dice set aside earlier never join a later throw. Two 5s kept from one throw and a third 5 from the next score 150, not 500.
  • Chance of a farkle, by dice thrown Counted from every possible throw under the standard table: about 2% with six dice, 8% with five, 16% with four, 28% with three, 44% with two and 67% with one.
  • Doubling for each extra matching die A variant that replaces the flat four, five and six of a kind values: each matching die past the third doubles the triple. Three, four, five and six 1s become 1,000, 2,000, 4,000 and 8,000.
  • Farkle: a throw with no scoring dice If a throw shows no 1, no 5 and no combination, the turn ends and every point built up in that turn is lost. Write 0. Points banked on earlier turns are safe.
  • Four 1s: 1,100 beats the 1,000 Read as three 1s plus a single 1, four 1s come to 1,100 under the standard table, more than the 1,000 for four of a kind. No other number works this way: four 5s read as a triple and a single are only 550. Settle it before the first throw.
  • Getting on the board: 500 or 1,000 to open A common house rule: nothing can be banked until one turn is worth at least 500, or 1,000 at some tables. Write 0 for the turns before that. After opening, a player may stop and bank any amount.
  • Hot dice: all six have scored Once every die has been set aside for points, pick all six up and throw again, adding to the same turn. It can happen any number of times in a turn. Some tables make that extra throw compulsory.
  • The last round after 10,000 When a player banks a total of 10,000 or more, every other player gets one more turn to pass it. The highest total after that round wins. Some groups play to a different target, so agree on it first.
  • Scoring swaps some tables use Three pairs may be 750 or 2,000 in place of 1,500. The six-dice run may be 1,000, 1,500 or 3,000. Two triples in one throw may earn 2,500 or 3,000, four of a kind with a pair 1,500, and six dice with nothing 500 in place of a farkle. One boxed edition scores three 1s as 300.
  • Three farkles running: lose 500 A penalty some tables add for a third farkle in a row. Put a count in the penalty row each time it happens and the sheet subtracts 500.
  • Turn minimum: 300 or 350 to bank Some tables require every turn, not just the first, to reach 300 or 350 before it can be banked. A turn that stops short is written as 0.

How this list was compiled: Sheet layout, row notes and rulings written for this site by its editors in September 2026. The 13-line points table, the 10,000 target, the last round, hot dice, the one-throw rule and every house rule named here were checked on 2026-09-18 against https://en.wikipedia.org/wiki/Farkle, whose standard table follows Karen South Arnold, Playing Grandma's Games (2000). Farkle is a folk game with no governing body, so the sheet prints that table and lists the swaps the article records with a citation; variants the article marks as unsourced were left out. The farkle chances, the 3,000 best throw and the four 1s reading were worked out here by counting every throw of one to six dice against the standard table. No rulebook wording, box art or logo is used. Licence: own work