Cinnabar Farkle
Farkle dice duel with charm dicePlay with a friend
Related categories
Game information
- Players
- Alone, or with a friend through a room link
- Category
- Board & Card
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 3 times
About Cinnabar Farkle
The Cinnabar circuit plays in eight halls, from a lamplit tavern to a grand salon, on red lacquered dice trays. Every regular carries a charm die cut from gold, jade, bronze or jet; beat a hall and its charm die rolls for you.
Farkle with six dice: set aside 1s, 5s and sets, roll the rest or bank before a farkle. Win charm dice from 24 rivals; daily and online duels.
How to play Cinnabar Farkle
Roll six dice. After every roll, set aside at least one scoring die: a single 1 scores 100, a single 5 scores 50, three of a kind score the number times 100 (three 1s score 1,000), and each die past three doubles the set. A straight from 1 to 6 and three pairs score 1,500. Then roll the dice that are left or bank the turn's points. A roll with nothing that scores is a farkle and the turn's points are lost. Set aside all six and you have hot dice: all six come back and the turn goes on. The first to the target wins, and the other player gets one last turn to pass them. Charm dice change the counting: in a set the Twin counts as two dice, the Star joins any set, and the Jade turns to its opposite face when a roll would score nothing.
Controls
- Touch
- Tap dice to set them aside, then tap Roll or Bank.
- Mouse
- Click dice to set them aside, then click Roll or Bank.
- Keyboard
- Keys 1 to 6 pick dice from left to right, R or Enter rolls, B banks, F flips the Jade die.
Features
Seven charm dice
Sun, Lead, Twin, Jade, Star, Ember and Raven dice each bring one power, from a wild star face to a flip that saves a farkle. Seat up to three in place of plain dice.
An eight hall circuit
24 rivals from a tavern to a grand salon, targets from 2,000 to 5,000, three stars per match and a new charm die for every hall you clear.
Classic Farkle scoring
1s and 5s, three to six of a kind with doubling sets, straights, three pairs and hot dice. A duel to 10,000 plays the classic game with plain dice.
Daily ten and hard mode
Ten turns with the same two charm dice for everyone each day, scored against the day's players. Hard mode puts up rivals that play their best.
Play with a friend
A duel to 5,000 or 10,000 by link, with plain dice or charm dice. Every roll comes from the room, so nobody can know it before it lands.
Tips
- With one or two dice left, a farkle is likely: bank anything over 300 unless you need more to win.
- You do not have to keep every scoring die: set aside one 1 and roll five dice instead of keeping a 1 and a 5 and rolling four.
- Three pairs and straights only show up with six dice in hand, so hot dice are worth chasing with a big turn behind you.
- Seat the Ember die against a careful rival: it saves half of a big turn when you push too far.
- When the rival reaches the target first, you get one turn: keep rolling until you pass them, there is no reason to stop short.
Frequently asked questions
What is a farkle?
A roll in which no die scores: no 1, no 5, no three of a kind, no straight and no three pairs. The points you gathered in that turn are lost and the turn passes.
What are hot dice?
When all six dice have been set aside in one turn, you pick all six up again and keep rolling, with the turn's points still in play.
How do I get charm dice?
Beat all three rivals of a hall. From the Docks on you can seat one charm die in place of a plain one, two from the Lighthouse and three from the Clocktower.
What happens when someone reaches the target?
The other player gets one last turn. They win only if they finish that turn with more points.
Can I play Farkle with a friend online?
Yes. Choose Play with a friend, pick the target and the dice, and send the link. You take turns on the same tray.
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