Farkle

One kit. Endless games.

Basic Gameplay
Starting the Turn: Roll all six dice at the beginning of your turn.
Setting Aside Dice: Set aside at least one scoring die or combination from your roll. You cannot combine dice from separate rolls to make a scoring combination. 
Choice to Continue or Bank: After setting aside scoring dice, you can choose to bank (save) your points for the turn and pass the dice, or roll the remaining dice to score more.
Hot Dice: If all six dice are used in scoring combinations, you get "hot dice"—you can pick up all six dice and roll again to add to your running total.
Farkle (Bust): If a roll produces no scoring dice or combinations, you "Farkle." Your turn ends immediately, and you lose all points accumulated during that specific turn. Previously banked points remain safe.
Scoring Combinations
Single 1: 100 points
Single 5: 50 points
Three 1s: 1,000 points
Three of a Kind (2s through 6s): Face value × 100 (e.g., three 4s = 400 points)
Four of a Kind: 1,000 points
Five of a Kind: 2,000 points
Six of a Kind: 3,000 points
Straight (1 through 6): 1,500 to 2,500 points (varies by house rules; commonly 1,500)
Three Pairs: 1,500 points
Winning the Game
When a player reaches or exceeds 10,000 points on their turn, every other player gets one final turn to try and score a higher total. The player with the highest final score at the end of that round wins.