The best Farkle moments happen when stopping looks sensible but another roll looks irresistible. You may have enough points to get close to victory and still lose the whole turn by asking the dice for a little more.

Score a group, then decide

Roll six dice and choose one or more scoring groups. You can roll the remaining dice or bank the turn if you have reached the required minimum. Your turn score stays temporary until you bank it.

A roll with no scoring group is a Farkle. You lose that turn’s points and play passes on. Points banked on earlier turns are safe. Dice from separate rolls cannot be combined into one scoring group.

Ryvo’s scoring table

A single one is worth ten points and a single five is worth five. Three ones score 75. Other triples score ten times the face value.

Four matching dice score 110, 120, 130, 140, 150 or 160 for faces one through six. Five matching dice score 320, 340, 360, 380, 400 or 420. Six matching dice score 625, 650, 675, 700, 725 or 750 in the same order.

Five consecutive numbers score 100 and six consecutive numbers score 200. Three different pairs score 150. Four of a kind with another pair, or two different triples, score 250.

Banking and hot dice

Your first bank must contain at least fifty points from one turn. After that, thirty is enough. If all six dice have been used in scoring groups, you have hot dice. You can roll all six again while keeping the current turn score, or bank if the minimum has been reached.

Ryvo reveals scoring groups in stages. Your first selection stops that reveal and shows the rest, but choosing a small group early may make a larger, not-yet-revealed group unavailable. Give the roll a moment before deciding.

Finishing matters

The target is chosen before play as 1000, 1500 or 2000. The first player to bank a total at or above it wins. An unbanked turn score does not count as a win. Look at your total and the dice still available, then choose a risk you can afford to lose.