The (Normal) Rules (stolen from Mathcam)
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These are rules that you are expected to follow. These rules are generally the same from game to game with minor changes.
The game of Farkle is a rather simple one. Players take turns to roll 6 six-sided die, then score their roll against a list of possible combinations. If they feel lucky, they may then roll again with the dice not used in their previous combination. Once they are done, by their choice or that of luck, they pass the dice on.
Rolling dice is simple. Just follow this formula: [*dice]xdy[*/dice] where x is the number of dice, d is the letter d, y is the number of sides per die. Remove the *s and you're groovy. For the purposes of this game, you will usually be rolling with [*dice]6d6[/dice].
The game proceeds as follows: A player rolls 6d6. Their result will look something like this: 1-2-3-6-2-3. From this, they 'pull out' any number of dice that have a score attached (see scoring below). Then they may, with the remaining dice, roll again for an attempt at getting more points with the dice they haven't 'pulled out'. This continues until they A.) roll all their dice successfully, where they can then roll all six dice again keeping their previous score, B.) decide to stop rolling and keep their roll, or C.) get a 'farkle', which is any roll that has nothing to be pulled out.
For the Mafia version of this game, rules are slightly different. As you can't edit your posts, you must make your turn over consecutive posts, which will be allowed in the case of this game. Treat these posts as an EBWODP.
We will be playing Farkle as we play Mafia. What's the point? The winner of each Farkle game (and there will be several) will be PMed a list of abilities they may gain. You will be, in essence, 'buying' new roles to be used. All abilities will be one-shots.
Scoring is as follows:
- A 1 is worth 100 when pulled out.
- A 5 is worth 50 when pulled out.
- 3-of-a-kind is worth 100 times the number on the dice (3 3s are worth 300), save in the case of a 1, where it's worth 10 (1,000 points, not 10,000)
- Any rolls of X-of-a-kind past 3 is only 2x how much the previous roll would be worth. (4 3s are worth 600, the roll for 3 3s times 2.)
- A roll of 1-2-3-4-5-6 on 6 die is worth a whopping 1500 points straight, plus you get to roll all six again.
- A roll of any number of dice without any of the previous combinations is a Farkle. This roll ends your turn and forfeits all points gained that turn.
Example of a Turn: I roll 6 dice. I get a 1-2-3-6-2-3. I have a 1 which is worth 100. I pull that out and roll my five dice, and get 5-4-4-3-6. I pull out my 5, which is worth 50, making my running total 150. I roll another four dice and get 4-4-4-2. I pull out those three 4s for 400, giving me a 550 running total. Now I stop, having 550 added to my 'bank' for the game, and pass my dice onto someone else.
Example of a Farkle: I roll 6 dice and get 2-2-3-4-6-6. I have nothing I can pull out, and thus lose any points I got that turn, and pass the turn on.
The game continues until one person reaches the goal set at the beginning of the game.
Current Scoreboard and Objective will be listed in each vote update.