Skip to content
RuleShelfGames

Printable score sheet

Printable Farkle Score Sheet


Farkle rewards a scorer who can total several different combination types on a single turn, then decide whether to bank the points or risk them on another roll — which means a Farkle sheet needs room for turn-by-turn arithmetic, not just a single number per player per turn. Getting the combination values right matters more here than in almost any other dice game on this site, because a missed 50-point single 5 buried inside a bigger combination is an easy thing to undercount.

The scoring combinations a sheet needs listed

  • Single 1: 100 points. Single 5: 50 points.
  • Three of a kind: the number × 100 (three 2s = 200), except three 1s, which score a flat 1,000.
  • Four, five, or six of a kind: double the previous tier's value for each extra matching die beyond three (so four 4s = 800, doubling the three-of-a-kind value of 400; six of a kind is worth substantially more and is worth writing out in full on the sheet's reference key rather than trusting mental math mid-turn).
  • A full straight (1 through 6): 1,500 points.
  • Three pairs, or two triplets: 1,500 points, treated as a single scoring roll of all six dice.

Because several of these combinations use every die on the table at once, a sheet needs a way to record "all six dice scored" distinctly from a partial-scoring roll, which leads into the game's most distinctive rule.

Hot dice: the column most sheets get wrong

If every one of a player's dice has scored (whether across one roll or several within the same turn), that player gets "hot dice" — they pick all six dice back up and keep rolling, adding to the same turn's total rather than banking and passing the dice. A sheet without a clear hot-dice marker makes it easy to lose track of whether a big turn total came from one continuous streak or should have ended several rolls earlier — worth a dedicated tick mark each time it happens during a turn, not just a bigger number at the end.

Farkle: when a turn ends at zero

If a roll produces no scoring dice at all, that's a "Farkle," and the player loses every point banked during that turn (a Farkle never touches previously banked points from earlier turns — only the current turn's unbanked total). The sheet should show a turn's running total separately from the locked-in game total until the player actually chooses to bank, so a Farkle only erases the right number.

Reaching 10,000, and the final-round rule

The game usually ends when a player's game total reaches 10,000 or more — but every other player still gets one final turn to try to beat that total before the game actually closes, which the sheet should mark clearly (a "final round" flag next to the triggering player's row) so nobody mistakes the threshold-crossing turn for the game's actual end.

Minimum opening-turn scores and other common house variants are spelled out on the full Farkle rules page, with combination math worked through separately on the scoring deep-dive. A borderline straight or triplet claim gets argued more than any other Farkle call, and the dispute page has the settled ruling.

Do banked points from a previous turn ever get taken away by a later Farkle? No — a Farkle only costs the player the unbanked points accumulated during the current turn. Once points are banked (the player chose to stop rolling and add the turn's total to their game score), they're permanently safe from any future Farkle, that player's or anyone else's.

Can a player choose to bank points instead of continuing on hot dice? Yes — hot dice means all six dice are back in play, but the player can still choose to bank their turn total at that point rather than risk rolling again; hot dice is an opportunity to keep scoring, not an obligation to keep rolling.

Farkle is one of several dice games grouped on the Dice Games category hub, and the Universal Scorekeeper can track the race to 10,000 across players if a paper sheet isn't within reach.