
On the first roll, they add the highest two values and then roll the remaining three dice. Instructions: Each player gets four rolls in a row on their turn. This game is great for practicing early math skills. I do like to lecture my kids about the evils of gambling for real, however, ha ha ha. A set of poker chips adds a fun dimension.

4 is not a very high score so it might be wise to aim for a higher scoring "cargo."Īlternative: We like to turn this into a betting dice game and play with chips. If he then rolls 5-4-2-2, he keeps the 5 and 4 and can choose whether or not to re-roll the 2-2. He can re-roll the 3-1-1-4 for his second roll. If he does not have a 6-5-4, he scores nothing.įor example, if he rolls a 6-3-1-1-4, he keeps the 6 but not the 4 because there is no 5. If, by the end of the third roll he has a 6-5-4, he adds up the remaining two dice for his "cargo" score. On the next two rolls he aims to get a 5 and then a 4. If he rolls a 6, he can keep it, but can only keep a 5 or a 4 if he has a 6 or a 6, 5 respectively. The first player rolls all five dice in an attempt to get the 6, 5 and 4.

Instructions: Each player gets three rolls to get his ship and crew together. After all, you can't have a captain without a ship, or a crew without a captain!

The catch? You must roll the 6, 5 and 4 in descending order.
OFFICIAL PRINTABLE FARKLE RULES PLUS
Objective: Players want to roll a ship (6), a captain (5) and a crew (4), plus have the highest score possible on the remaining two dice (the cargo).
