Gather points with six dice, complete your Calling, and decide when to bank your progress. Push too far and a Farkle sends your unbanked points back to the beginning.
On your turn, roll all six dice. Set aside at least one scoring die or group, add its points to your turn total, then roll the remaining dice or bank. If every die scores, you may roll all six again. A Farkle ends your turn and clears your unbanked points.
Each turn has a goal such as a straight, full house, three pairs, or a triple. Make that pattern on a single roll to earn 500 bonus points. A Path token can help complete a Calling.
A straight, three pairs, four of a kind plus a pair, two triplets, or six of a kind earns one Path token (maximum two held, one earned per turn). Spend one after a roll to change one die from that roll to any face. The changed die must help score. This can rescue a Farkle or complete a set or Calling.
You need at least 500 points in your turn to bank your first score. After that, bank any amount. First player to reach 10,000 starts the final round; each other player gets one last turn to beat the high score. Highest score wins.
Scoring note: The same die cannot be used in two scoring combinations. Patterns must be rolled together, not assembled across separate rolls.
Change one die to a face that helps you score. This die must be part of a scoring group.