Getting started & basic rules
Explore target scores, dice selection, the scoring chart and COLLECT / ROLL using actual game screens.
Before you start · Modes & target scores
In Farkle Mania, roll 6 dice to reach a target score. First choose whether to play alone or against another player, then set your target and bet.
Single-player
Build your score over 10 rounds. Choose a target and multiplier under SCORE, then set your bet with the CHOOSE YOUR BET slider. Check WIN and press START.
Online play
Win by reaching the target score before your opponent. Set ITEM to ON or OFF, choose 5,000 or 10,000 under SCORE and select your bet, then choose RANDOM MATCH or FRIEND MATCH.
Following a turn on screen
Choose scoring dice from the center, then decide whether to bank your points or roll again. Use the single-player screenshot below to locate each part of the screen.
- Left scoreboard: SCORE is your target. Below it, check each round's score and the total at the bottom.
- Center dice: Select at least 1 scoring die to keep. Selected dice are marked so you can distinguish them.
- Right scoring chart: Check which numbers and combinations earn points.
- COLLECT at the bottom left banks your turn score. ROLL at the bottom right rerolls the remaining dice.
What does keeping dice mean?
Choose scoring dice to use toward this turn's points. Set those dice aside and reroll only the unused dice. The three 1s outlined in yellow in the screenshot form a 1,000-point combination.
Scoring chart · Which dice should you choose?
A single 1 or 5 scores on its own; other numbers need a scoring combination. Below is the scoring-chart area from the supplied screenshot.
Single scoring dice
One 1 scores 100 points and one 5 scores 50. Keeping one of each, for example, gives you 150 points.
Three of a kind
Three 1s score 1,000 points; three 2s score 200. Three 3s, 4s, 5s or 6s score 300, 400, 500 or 600 points respectively.
Six-dice combinations
Three pairs score 750 points; a 1–2–3–4–5–6 straight scores 1,500. If several combinations appear together, check your selected dice and the points displayed in the game.
COLLECT or ROLL · Bank points or roll again?
COLLECT banks the points earned this turn. ROLL lets you aim higher with the remaining dice, but a Farkle can cost you the unbanked points from this turn.
Example 1 · Bank now
Suppose the first roll is 1, 5, 2, 2, 3, 4. Keep the 1 and 5 for 150 points. Press COLLECT to bank those 150 points and end the turn.
Example 2 · Roll once more
In the same situation, keep the 1 and 5 and press ROLL to reroll the remaining 4 dice. Keeping another 5 adds 50 points, bringing this turn to 200. Press COLLECT to bank 200 points.
What if the remaining dice do not score?
If the remaining 4 dice show 2, 3, 4, 6, for example, there is no scoring combination: that is a Farkle. In single-player, the turn's unbanked score becomes 0 and the turn ends.
Hot Dice & Farkle · Continuing or ending a turn
Use all 6 dice for points to continue with Hot Dice. If a roll has no scoring dice or combinations, a Farkle ends the turn.
Hot Dice · HOT DICE
When all 6 dice have been used for points within one turn, you can roll all 6 again. This continues your chance to score; the points have not yet been banked with COLLECT.
Farkle · FARKLE
A Farkle occurs when none of the rolled dice can score, alone or in a combination. In single-player, the points earned but not banked during this turn become 0. Keep them separate from points banked on earlier turns.
Reading the round history
The supplied single-player result screen shows FARKLE in rounds 2 and 5. Other rounds show points earned, so you can compare which turns successfully banked a score.
See the latest in-game information for prices, rewards, events and applicable conditions.





