Objective
The first player to reach the target score wins. The target score is set by the host.
Turn Flow
1. The active player rolls the dice. They select scoring dice and either roll again or bank points.
2. Selected scoring dice are locked. Remaining dice are rolled again.
3. The player can bank safely or keep pushing for more points.
4. Hot Dice: You can roll again only if all 6 remaining dice score in the same roll.
Farkle (Bust)
If a roll has no scoring dice, you Farkle. All points collected in that turn are lost and the turn passes.
Scoring Rules
- Single 1: 100 points
- Single 5: 50 points
- Three 1s: 1000 points
- Three 2/3/4/5/6: 200/300/400/500/600 points
- Four of a kind: 1000 points
- Five of a kind: 2000 points
- Six of a kind: 3000 points
- Three pairs: 1500 points
- Straight (1-2-3-4-5-6): 2500 points
- Hot Dice: Roll again only when all 6 remaining dice are used in a scoring combination
Winning
If your total score reaches or exceeds the target when you bank, you win the match.
Online Room Rules
- Only the host can start the match.
- Both players must be READY before the game starts.
- If disconnected, a player can use Rejoin to return to the same room and continue.