Farkle score sheet
Fourteen turns down the side, eight columns across, and a running total that keeps up. The scorer beside it reads a roll — type the six faces and it tells you what the combination is worth — and it holds a player out of the standings until their first turn clears five hundred.
Keep score in the browser
The grid below is the sheet. Type into it and the totals, bonuses and thresholds are applied as you go; press Print at any point and the paper version comes out with whatever is in the boxes.
Names and scores stay in this browser and nothing is uploaded. Where a game has competing conventions the sheet says which one it applies. Check this before you rely on it. This score sheet and scorekeeper is provided free and without warranty, and its results are not professional advice.
Farkle score sheet
Date ____________
| Score | Player 1 | Player 2 | Player 3 | Player 4 | Player 5 | Player 6 | Player 7 | Player 8 |
|---|---|---|---|---|---|---|---|---|
| Turn 1 | ||||||||
| Turn 2 | ||||||||
| Turn 3 | ||||||||
| Turn 4 | ||||||||
| Turn 5 | ||||||||
| Turn 6 | ||||||||
| Turn 7 | ||||||||
| Turn 8 | ||||||||
| Turn 9 | ||||||||
| Turn 10 | ||||||||
| Turn 11 | ||||||||
| Turn 12 | ||||||||
| Turn 13 | ||||||||
| Turn 14 | ||||||||
| Total |
Nothing is recorded until a turn is worth 500 or more, and the game runs to 10,000.
Farkle is a trademark of its owner. This sheet is an independent one made for people who play the game; it is not published, licensed or endorsed by the trademark owner, and the name is used only to say which game it is for.
Read a roll
Type the faces in front of you, up to six of them. The reader takes the best legal decomposition rather than the first one it finds, says whether every die scored, and tells you plainly when nothing did.
A worked example
Three separate rolls, scored by the published table.
| What happened | Points |
|---|---|
| 1 1 1 2 3 4 — three ones | 1000 |
| 1 2 3 4 5 6 — a run of six | 1500 |
| 1 1 5 — two ones and a five | 250 |
| Total | 2750 |
What a roll is worth, under the published table
Single ones are a hundred and single fives are fifty; nothing else scores on its own. Three alike pay a hundred times the face, except three ones, which pay a thousand. Four alike are a flat thousand, five are two thousand, six are three thousand. A one-through-six run and three pairs are fifteen hundred each, two triplets are twenty-five hundred, and four alike beside a pair is fifteen hundred.
Those last figures are the ones households disagree about most, and this page uses the widely printed set rather than inventing a compromise. The reader beside the grid takes six numbers and reports the best legal reading of them, which matters more than it sounds: four ones can be read as a flat thousand or as a triple plus a loose one for eleven hundred, and nobody spots the better reading at speed.
Five hundred before you exist
Until a single turn is worth five hundred or more, nothing at all goes on the sheet. A player can bank three hundred four turns running and still be on nothing, which is the rule that turns the opening of a game into a gamble nobody can decline — you have to keep rolling past a safe score because a safe score is not a score yet.
The grid enforces it rather than trusting anyone to remember. A first entry under the threshold is flagged instead of silently added, so the standings on screen are the standings by the rules. After the first successful turn the threshold stops applying, and everything banks normally from there.
Hot dice, and why the turn column is wide
When every die in front of you has scored, all six come back and the turn continues with the total carried forward. A turn can therefore run to several thousand, which is why the boxes here are sized for four digits rather than the two or three a typical printable allows. Cramped boxes are how a five-figure game ends up illegible.
The flip side is the roll that scores nothing and wipes the turn out entirely. The sheet has no special mark for it — a zero in the turn box is the honest record — but the reader will tell you plainly when a roll has scored nothing, which settles the recurring argument about whether a stray two and a four might have been worth something.
Common questions
Is the target really ten thousand?
That is the commonest finishing line and the one the running total is set against. Some tables play to five thousand for a shorter evening, and a few play until somebody passes ten thousand and everyone else gets one last turn; both work here, since the target only affects when the sheet says the game is over.
Why did three of a kind of ones give a thousand rather than three hundred?
Because the table used here is the widely published one, in which three ones are the outlier at a thousand while every other triple pays a hundred times its face. A minority of printed rule sets score them at three hundred; if that is your house version, type the number you want into the turn box.
What happens if somebody scores nothing three turns in a row?
Nothing, mechanically — zeros go in the boxes and the total does not move. Some tables add a penalty of five hundred for three consecutive wipeouts. That is a house rule rather than a printed one, and it is easy enough to enter as a negative turn if you play it.
Can the roll reader handle fewer than six dice?
Yes, which is the point of it mid-turn: type only the dice you just re-rolled and it scores those. It also reports whether every die in the roll scored, because that is what decides whether all six come back to you.
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