Games / Strategy Games / Foxglove Farkle / Guide
Foxglove Farkle
Foxglove Farkle is the classic push-your-luck dice game, played on a garden table at dusk. Roll six dice, set aside the ones that score, then decide: bank your points, or roll again and risk a farkle that wipes out the whole turn.
Quick answers
Does Foxglove Farkle work on my phone?
Yes. Foxglove Farkle works with touch on phones and tablets, and with a mouse or keyboard on a computer. It runs in the browser you already have, so there is no app to download.
Do I need an account to play Foxglove Farkle?
No. Just open it and play, with no sign-up. If you like, a free account (username only, no email, for players 13 and older) puts your scores on the leaderboards and backs up your progress so it follows you to any device.
Is there a daily challenge in Foxglove Farkle?
Yes. Foxglove Farkle has a new daily challenge every day, the same one for every player, with its own daily leaderboard. Find it alongside the others on our daily challenges page.
Does Foxglove Farkle save my progress?
Yes. It saves on this device on its own, so you can close the page and pick up where you left off. Sign in with a free account to keep the same progress on your phone and your computer.
Is Foxglove Farkle OK for kids?
Yes, players of any age can enjoy it. There is no chat and no way to message other players, and nobody needs an account to play. Accounts are for players 13 and older, so younger players just play and their progress stays on their device. For ages 4 to 11 we also have learning games in their own kids area, with no ads, no accounts and no tracking.
What is Farkle?
Farkle is an old folk dice game, also played as Ten Thousand, Zilch and a dozen other names. Everyone knows someone who learned it at a cabin or a family reunion. The rules fit on a napkin, but the decision at the heart of it (one more roll, or bank it?) keeps a table arguing for hours.
We made Foxglove Farkle because we wanted a version that plays fast on a phone, shows you the real odds instead of hiding them, and lets you pick the house rules you grew up with. It's free, it runs in your browser on a phone, tablet or computer, and there's nothing to download.
How to play
- Tap Roll to throw all six dice.
- Tap the dice you want to set aside. At least one die from every roll must score. Picked dice lift up, and the turn total updates as you pick.
- Now choose. Bank adds your turn total to your score and passes the dice. Roll throws the dice you did not set aside to score more.
- If a roll has nothing that scores, that is a farkle. You lose every point from that turn, and the dice pass on.
Set aside all six dice in one turn and you get hot dice: all six come back and you can roll them again, keeping your turn total. It can happen more than once in a turn.
The Pick the scorers button selects every scoring die for you, and the Roll button always shows your chance of a farkle with the dice you would throw.
What scores
| Dice | Classic | Old style |
|---|---|---|
| Each 1 | 100 | 100 |
| Each 5 | 50 | 50 |
| Three 1s | 1,000 | 1,000 |
| Three 2s, 3s, 4s, 5s or 6s | 100 times the number | 100 times the number |
| Four of a kind | 1,000 | Double three of a kind |
| Five of a kind | 2,000 | Four times three of a kind |
| Six of a kind | 3,000 | Eight times three of a kind |
| Three pairs | 1,500 | 750 |
| Straight, 1 to 6 | 1,500 | 1,500 |
| Two triplets | 2,500 | Two threes of a kind |
| Four of a kind and a pair | 1,500 | Three pairs, 750 |
2s, 3s, 4s and 6s only score in threes or more. A combination only counts when the dice come up in the same roll: a 1 from one roll and two 1s from the next are three single 1s (300), not three 1s (1,000). Three pairs, a straight and the other six-dice sets need all six dice in one throw.
Classic is the scoring most people play today. Old style is the older way, where four, five and six of a kind keep doubling (six 1s is 8,000). You can choose either for races in Settings.
House rules you can switch on
- 500 to start: you need 500 in a single turn before you can bank for the first time.
- 350 a turn: every bank needs at least 350.
- Three farkles in a row cost 500 points.
- Game to 5,000 for a shorter race, instead of 10,000.
In a race, the first player to reach the target sets the bar, and everyone else gets one last turn to beat it. The highest score wins.
Ways to play
- Ten Turns: a solo game. Bank as much as you can in ten turns. Your best goes on the leaderboard.
- Daily Posy: ten turns with the same dice for everyone today. Keep the same dice as a friend and you will roll the same numbers next. Your first try each day goes on the daily board, and you can share your row of flowers without giving the dice away.
- House players: race one to three of our five. Clover keeps everything and banks early, Barley is careful, Fennel pushes his luck, Sorrel is sharp, and Marsh knows the odds of every roll and the state of the race.
- Pass and play: two to four people on one device.
- Play a friend: online with a four character room code. The host picks the house rules, and the host's device rolls for both of you so the dice always match.
When to roll and when to bank
This is the whole game, so we did the math for you. The light bulb shows which dice to keep and whether to roll or bank, with the average value of rolling on from here and the farkle chance. We work it out exactly, for every possible roll that could follow, not with a rule of thumb.
| Dice left to roll | Chance of a farkle |
|---|---|
| 6 | 2.3% |
| 5 | 7.7% |
| 4 | 15.7% |
| 3 | 27.8% |
| 2 | 44.4% |
| 1 | 66.7% |
Played as well as possible with Classic scoring, a turn is worth about 600 points on average. Our expert house player gets there. Keeping every scorer and banking at the first decent total, the way most of us start, is worth closer to 500.
Tips and strategy
- Keep fewer dice early. From a first roll of 1 1 5 2 3 4, keeping just one 1 and rolling five dice is usually worth more than keeping all three scorers and rolling three.
- Bank with two or one dice left unless your turn total is small. With one die, two farkles out of three.
- Hot dice change everything. If the last two dice are both scorers, take them both: all six dice come back and the risk drops to 2.3%.
- Five or six dice left? Roll. Even with a big total, the farkle risk is low and the chance of a big set is real.
- Play the race, not just the turn. When someone is near the target and you are far behind, you need bigger turns. When you are well ahead, bank sooner.
Fair dice, every time
Every roll uses your browser's secure random numbers, so each face comes up exactly one time in six, and a six-dice farkle happens 2.3% of the time, as the math says it should. The house players get the same dice you do and never peek. The Daily Posy uses fixed dice for the day so everyone plays the same game.
Awards, looks and stats
Sixteen awards wait in the garden, like banking 2,500 in one turn, hot dice twice in a turn, six of a kind, a straight, 5,000 in Ten Turns and beating Marsh. Most of them earn new dice or a table cloth. Stats track your best turn, your average bank, how often you farkle and your record against each house player.
Controls
Tap Roll, tap dice to set them aside, then tap Roll or Bank. Tap the tray during a roll to skip the tumble. On a computer, press Space to roll, 1 to 6 to pick dice, P to pick every scorer, B to bank, H for advice and Esc for the menu. Settings has quick or instant rolls, numbers on the dice and high contrast.
Questions
Is Foxglove Farkle free?
Yes. It's free to play in your browser on a phone, tablet or computer, with no ads, nothing to buy and nothing to download.
What does three pairs score in Farkle?
1,500 with Classic scoring and 750 with Old style. All six dice have to come up as three pairs in a single roll.
What are hot dice?
When every one of your six dice has scored in a turn, you get all six back and can roll them again, keeping your turn total. Many people call it hot dice, and it can happen more than once a turn.
Do you need 500 to get on the board?
Only if you turn that house rule on. Classic play lets you bank any amount, and Settings offers 500 to start or 350 a turn.
What are the odds of a farkle with six dice?
About 2.3 percent, or 1,080 of the 46,656 ways six dice can land. With three dice it's 27.8 percent and with one die it's two in three.
Can I play Farkle with friends online?
Yes. Tap Play a friend, host a game and share the four character room code or link. Pass and play also lets two to four people share one device.


