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Farkle Cheat Sheet

Farkle has infinite EV and does not converge. With a practical cutoff at 11000 points, I had codex solve for optimal play including the value of 6 fresh dice, which is the most important heuristic for play. Derived from exact dynamic programming under one ruleset. (Note: our rules)

Assumptions Used

Core Results

Stop vs Roll Cutoffs (Dice Remaining)

Stop at or above these totals; otherwise roll.

Dice Remaining Stop Threshold
1282+
2234+
3393+
4948+
52766+
6No cutoff below 11,000 (roll)

When to Steal

Decision: steal opponent's banked stack with handed dice (must roll once) vs decline and start fresh (fresh EV = 542.063240).

Handed Dice Minimum to Steal
11130
2799
3601
4466
5319
60

Key Example

Takeover state (t=1000, n=2): R(1000,2) = 652.766739.

Simple Definitions

1-Die Threshold Equation

With 1 die left:

R(t,1) = (1/6)U(t+100,6) + (1/6)U(t+50,6)

and

R(t,1) - t = -(2/3)t + 25 + (C(t+50)+C(t+100))/6

At around t = 282, this lands near zero, which is why 282 is the practical 1-die stop point in this model.