Farkle on Facebook sounds strange, but it turns out the dice game akin to Yahtzee! is nearly as addictive as Bejweled Bltiz.
The main difference between getting a high score in Farkle and getting a high score in Bejeweled Blitz is patience and observation. Where Bejeweled Blitz is fast-paced, try to catch your breath between making matches and don’t sneeze or you ruin the entire game, Farkle has no time limits so you can play at your own pace making for a relaxing but still challenging game.
The objective of Farkle on Facebook is to create dice combinations for points, but be warned if you roll the dice and there are no points to be scored, it’s a Farkle! Get three Farkles in a row and you lose 500 points.
Farkle players get 10 rounds in solo competition to achieve a high score or go head to head to be the first to reach 10,000 points. In the solo games, players can use Farkle chips to buy extra rounds as means of boosting their high scores.
Each round of Farkle starts with six dice shaken in a cup just like Yahtzee! (except with six dice instead of five). Then, once the dice are rolled the player looks for dice that are able to score points. A one on a die scores 100 points and a five score fifty. After that, three of kind scores that number is hundreds, i.e. three twos get 200 points and four of a kind in same roll gets you double the three of a kind score. So, four twos in the same roll is 400 points.
When the player is rolling all six dice, special scoring combinations are also available. Three pair in one roll nets 750 points and a straight, one through six on the dice, nets 1500 points towards you Farkle high score of the week.
The problem, of course, is that the fewer dice you roll the worse the odds are that one of the dice will end up in a scoring position, especially since each die taken away for scoring purposes reduces the number of potential scoring combinations.
If the player uses all the dice to score, then he may roll them all again. Until they are all used up for scoring, dice used for scoring are not re-rolled.
A player must score at least 300 points in a round before he can stop rolling. Once the player has determined he is done risking it for the round, he clicks on that round’s score to end the round and move on to the next.
The true battle of Farkle then is balancing greed and opportunity. Odds are small that a six-dice roll will end in a Farkle, but it happens. The odds increase significantly as the number of dice shrinks.
The key to achieving high scores in Farkle is to be patient and learn to look at the dice thoroughly before making a decision about scoring. An initial roll of two 6s, two 2s and two 5s only gets the 750 points for three pair if the player remembers to click all those dice as scoring dice.
Another simple strategy tip is that sometimes scoring all the dice possible in that roll is not the best option. Three of a kind using 2s and single 5s scoring fifty points are an inefficient use of the dice and should be avoided unless they are the only scoring options possible.
Achieving a high score in Farkle is almost the opposite of achieving a high score in bejeweled blitz. The game rewards patience and strategy not speedy fingers.