All players have the same number of turns, then the player with the highest score wins. Keep playing until one player has reached 10,000 points. So if you throw 3 ones on your first throw and you decide re-roll the remaining (non-scoring) dice, then on your second throw the 3 remaining dice are all non-scoring, you lose the 300 points you would have scored from your 3 ones. In other words, all throws must produce at least one scoring die. You score nothing for your whole turn and play passes to the next player. If you get no scoring dice on a throw, this is known as a Farkle. If you choose to stop: Total your score for the round and add it to the scoresheet.You can now stop rolling to avoid a Farkle and mark 550 on the Score Pad, or roll the single die if you’re feeling lucky and think you’ll get a 1 or 5. Second roll (five remaining Dice): You set aside 1 (100) and Triple 4s (400), bringing your running total to 550. For example, if you roll 2 fives on your first roll and 2 fives on your second roll, you score these rolls independently. First roll (six Dice): You set aside 5 (50 points). You may NOT add dice rolled to previous rolls to score higher.As long as you have set aside scoring dice, you may always choose to re-roll the remaining dice again. After each throw player is required to set aside at least one or more scoring dice. Again, you must set aside at least one scoring die. At the beginning each player throws 6 dice. If you choose to re-roll: Re-roll all the remaining dice.Now, you may choose to continue and re-roll the remaining dice, or you may choose to stop.Play progresses in a clockwise order around the table. Alternatively, you can allow all other players an additional turn once 10,000 points have been reached to attempt to beat the score.On each round every player has a turn. The game ends when the first player reaches 10,000 or more points. A straight with all six dice (can only be achieved on a single roll)= 2000 points.three pairs (can only be achieved on a single roll)= 1500 points.3 of a kind= 100 x the number on the dice (100 points for three 1’s, 500 points for three 5’s, etc.).However, if a higher score isn’t achieved with the reroll, the player scores 0 for the turn. Players can choose to save some of the dice already in a scoring position to attempt to make a higher score with the remaining dice.Players can choose to reroll all six dice, losing their initial score in the hopes of scoring a higher one.If a player rolls a scoring combination, they can elect to take that score and add it to their running total, or they can get greedy and reroll to attempt gaining a higher score. If a player does not roll a scoring combination on their turn, their turn is over and play continues clockwise. Once a player has scored their initial “come in” of 500 points, they add all points accumulated on subsequent turns to their score, even if they score less than 500 points in a turn. If a score of 500 or more isn’t achieved in the player’s turn, they score no points for that turn. Play begins by the first player rolling all six dice, attempting to score 500 or more on their initial roll to “come in” to the game. The high roll starts the game with play continuing clockwise. Have all players roll a die to determine who goes first. To start the game, you need two players (minimum) and six six-sided dice.
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