

On this roll, they take the lowest scoring die, set it aside and subtract it from the previous sum. 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.
#Directions for farkle 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).
