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
- 6 standard six-sided dice per game table
- 1 rolling tray or cup per game table
- 1 score sheet with life-tracking tally boxes per team
- 1 pen per team
- 1 quick reference card per team listing scoring combinations and purchase costs
- Shared digital spreadsheet for scorekeeping (remote or hybrid)
- Shared digital six-dice roller or physical document camera (remote or hybrid)
Before participants arrive
- Arrange seating into 2 to 5 team clusters around the rolling table.
- Distribute 1 score sheet, 1 pen, and 1 quick reference card to each team.
- Confirm that each score sheet displays 12 tally marks or boxes representing team lives.
- 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
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.
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.
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.
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
- What specific point threshold or remaining life count caused your team to stop rolling and bank?
- How did the upfront life cost influence your choice to buy an opponent's banked points?
- When team members disagreed on whether to roll again, how did you resolve the split?
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
- Provide dice rolling cups, trays, or automated digital roller apps for participants with limited motor dexterity.
- Assign non-rolling analytical roles such as scorekeeper, life tracker, or probability advisor to allow full participation without physical throwing.
- Teams may pass on buying opponents' dice without justification or game penalty.
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 Out: A roll producing zero scoring combinations. On a standard turn, it causes forfeiture of all unbanked points and loss of one or two lives. On a purchased turn roll, it forfeits unbanked points without an additional life penalty.
- Buying the Turn: Spending one life per unused die left by the previous team to acquire their banked points and continue their run.
Farkel Reference Guide
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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