FARKLE 20 LIMITED — Rules

Goal

Score as many points as possible in exactly 20 turns. Your final score after turn 20 is your result.

Your turn

  1. Roll all six dice.
  2. Choose scoring dice to keep.
  3. Bank the points from the turn at any time after scoring, or continue rolling the remaining dice.
  4. If a roll scores nothing, the turn is a bust and all unbanked points from that turn are lost.

Scoring dice

Straight

A 1–2–3–4–5–6 straight scores 2,000 points.

Hot dice

If all six dice score, you may roll all six again and keep building the same turn. A later bust still loses all unbanked points from that turn.

Twenty turns

Banking points or busting completes one turn. There is no minimum bank threshold. The game ends immediately after turn 20.

World rankings

After the final turn, your score is checked against the World, Today and This Week leaderboards. A Top 1000 result can be saved with a name of up to 10 characters. World’s Best displays the current Top 100. Today resets at 00:00 UTC and This Week resets Monday at 00:00 UTC.

A turn worked through

Keep three Fours for 400 points and a One for 100: your turn holds 500 points, with two dice left. Banking adds 500 and uses one turn. A non-scoring reroll instead ends that turn with zero; it does not remove points banked in earlier turns.

Counting completed turns

A turn is one complete sequence of rolls ending in a bank or bust, not one press of Roll. If you roll three times and then bank 450, your total increases by 450 and exactly one turn is used. If the third roll busts, that same turn contributes zero. You still have the points saved before it began.

After turn 19, check the displayed total before starting the final turn. Banking on turn 20 finishes the game immediately; there is no extra round for another player to answer. Hot dice can extend that final turn, but cannot create turn 21. The absence of a minimum bank means even one scoring die can be banked.