United We Transform | Facilitator run sheet

Farkel Team Dice Game

Small teams roll six dice to score point patterns while deciding whether to bank points or risk them on extra throws. Teams manage twelve lives and can spend lives to buy dice combinations passed by opponents.

50 minutes | 4 to 20 people

Choose this exercise

Purpose: Compare how small teams assess risk, allocate finite lives, and make joint decisions under uncertainty.

Use it when: Use during strategy sessions, risk-taking workshops, or group decision exercises where teams must weigh certain gains against probabilistic losses.

Skip it when: Skip when participants dislike competitive elimination formats, or when available session time is under 45 minutes.

Group arrangement: 2 to 5 teams of 2 to 4 people each sharing one game table, or concurrent parallel tables of 2 to 3 teams

Timing: Playmeo notes games can last an hour or more; UWT formats this into a brisk 50-minute structured session with hard stop rules and debrief.

Materials and tools

Before participants arrive

  1. Arrange seating into 2 to 5 team clusters around the rolling table.
  2. Distribute 1 score sheet, 1 pen, and 1 quick reference card to each team.
  3. Confirm that each score sheet displays 12 tally marks or boxes representing team lives.
  4. Place 6 standard dice in the center rolling tray.

Say this to open

Welcome. Today your team will balance risk and reward using six dice. You will collectively choose whether to bank points or risk them on another throw. Each team begins with twelve lives. If you roll without scoring, you Farkel Out, losing your unbanked points and one or two lives. Let us roll to determine the starting team.

How to run it

  1. Introduce rules and determine turn order 5 minutes

    Place participants into 2 to 5 teams. Distribute the reference card. Direct teams to review the card for scoring combinations: single 1s (1,000) and 5s (500), three of a kind (1,000 times face value, except three 1s which score 10,000), straights (10,000), and three pairs (10,000). Highlight that banked dice stay set aside. Each team rolls one die to establish turn order, highest roll starting, then proceeding clockwise.

  2. Conduct standard rolling and banking rounds 20 minutes

    The active team rolls available dice in the tray. They must set aside at least one valid scoring combination before deciding to bank or roll again. Banked points are permanent. If all six dice score, the team may roll all six again. If a roll yields no scoring dice, the team Farkels Out: they lose unbanked turn points and forfeit one life, or two lives if rolling all six dice. Pass clockwise.

  3. Enable buying mechanics and push toward target 15 minutes

    Introduce turn buying. When a team banks, the next team may start fresh at zero with six dice, or buy the banked turn. Buying costs one life per unused die left by the passing team. If the buying team scores on their purchase roll, they receive the banked points plus their new score. If they roll zero scoring combinations, they Farkel Out and pass the dice, losing unbanked points but no extra life. Play halts at minute 40.

  4. Debrief risk thresholds and team choices 10 minutes

    Halt active rolling. If no team reached 100,000 points, declare the winner as the surviving team with the highest banked score. Transition the whole room into reflection. Pose the debrief prompts to the group. Invite three or four volunteers from different teams to share how they balanced risk, lives, and team opinions during high-stakes turns.

Debrief questions

Finished output: Completed scorecards displaying banked point totals, remaining lives, and final team placements.

Remote

Run in an online meeting with a shared digital spreadsheet for scorekeeping and life tallies. The facilitator shares a digital six-dice roller on screen. Active teams nominate a roller to trigger the roll via remote screen control or verbally instruct the facilitator which scoring dice to set aside. Teams deliberate verbally or in team chat channels within a 30-second window before declaring 'bank' or 'roll'.

Hybrid

In hybrid rooms, remote participants pair with in-person teams. Each team uses a meeting tablet or shared screen showing the table's dice tray. The in-person teammate rolls physical dice under the camera, while remote teammates track the score sheet, calculate probability, and hold equal voting power on whether to bank or continue rolling. If an all-remote team competes against in-person tables, the facilitator rolls physical dice for them under a document camera.

Access and participation choices

If the session gets stuck

A team stalls play by arguing whether to roll or bank.
Impose a strict 30-second deliberation timer once dice settle. If the team cannot reach consensus before time runs out, enforce an automatic bank and pass the tray.
Teams play overly safe and no team approaches 100,000 points before time expires.
Enforce the minute 40 hard stop rule: the team holding the highest banked points with at least one life remaining wins.

Terms used here

Farkel Reference Guide

FARKEL SCORING COMBINATIONS:- Single 1 = 1,000 points (when kept as an individual scoring die)- Single 5 = 500 points (when kept as an individual scoring die)- Three of a kind in a single throw = 1,000 x face value (Three 2s = 2,000; Three 3s = 3,000; Three 4s = 4,000; Three 5s = 5,000; Three 6s = 6,000)- Three 1s in a single throw = 10,000 points (exception to the 1,000 x face value rule; note that three 1s rolled across separate throws score as individual 1s for 1,000 each and cannot be combined later into 10,000)- Full straight (1-2-3-4-5-6) in a single throw = 10,000 points- Any three pairs (e.g., 2-2, 4-4, 6-6) in a single throw = 10,000 points TURN RULES:1. Roll available dice.2. Must set aside at least one valid scoring combination per throw.3. Dice set aside on previous throws cannot be combined with newly rolled dice to create new combinations.4. Decide whether to bank accumulated turn points or re-roll remaining dice.5. If all six dice score, you may pick up all six dice and keep rolling to add to your turn total.6. Standard Farkel Out: A roll with no scoring dice loses all unbanked points this turn and costs 1 life (2 lives if rolled with all 6 dice). BUYING RULES:1. When the prior team banks, the next team may choose to buy their turn.2. Cost = 1 life per unused die left by the prior team (paid immediately from your 12 lives).3. Roll the purchased dice. If you score, you earn the prior team's banked points plus your roll's score, and may continue rolling.4. Purchase Farkel Out: If your purchase roll yields no scoring combinations, you Farkel Out, lose the unbanked turn points, and pass the dice. You do not lose an additional life beyond the lives already spent to buy the dice.

Sources and adaptation

Observed on Playmeo, where Mark Collard details this team-oriented version of the public-domain dice game Farkle.

Retained the traditional Farkel combinations, 12-life pool, turn-buying rules, and 100,000-point win condition documented by Mark Collard on Playmeo. UWT added explicit materials scaling, clarified scoring distinctions between single dice and sets (three 1s must be in a single throw for 10,000), aligned purchase Farkel Out rules strictly with the source (no extra life penalty beyond the initial purchase cost), structured step word counts under 90 words, and introduced a 50-minute timebox with hard stop conditions.

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