Play against an opponent of your choosing: tavern regulars from the razor-sharp Scholar to the reckless Drunkard, each with their own way of playing. At the end of every one of your turns, each decision you made is graded against the exact optimal-stopping solution from the strategy report, not just whether you won the turn, but whether each call was the right one given what you knew.
You always roll first. Coaching uses the exact single-turn optimal-stopping table (identical to the one in the strategy report); it grades the quality of each decision, not the outcome. Busting after a correct "push" call is still correct play. You can change the target or opponent at any time here; if a match is in progress, that resets it.
Farkle (also called Greed, Zilch, Dix Mille, or 10,000) is a traditional six-dice "push your luck" game played around the world for generations, in many regional house-rule variants. There's no single official scoring table, which is part of why family and pub versions differ so much. Read more on Wikipedia.
Kingdom Come: Deliverance (set in 15th-century Bohemia) includes its own tavern version of this folk game as a minigame Henry can play against NPCs, with one specific, fixed rule set (the scoring table this whole site is built around: triples, the doubling rule for extra-of-a-kind, and the three straights). That's the exact ruleset modeled and solved here, not a generic/average version of Farkle.
This is read straight off the scoring code behind this page's own "bank this" buttons, not a generic Farkle write-up from memory. If a combination isn't listed here, this implementation doesn't pay out for it.
A single 1 is worth 100 points, a single 5 is worth 50, based on how many of that face you actually choose to hold, not how many showed up in the roll: holding two 1s out of a roll that had three is worth 200, not 1,000 (two 1s = 200, two 5s = 100). A 2, 3, 4, or 6 is worth nothing on its own, no matter how many you're holding, unless you hold three or more of the same face. And once you do hold three or more of any face, including 1s and 5s, simple per-die counting stops and the three-of-a-kind table below takes over instead, which is a much bigger jump than it looks.
Three of a kind has a fixed base value per face. Each die beyond the third doubles that base value again, it does not add another fixed step. Worked out for every face (3× = three of a kind, 4× = four, and so on):
| Face | 3× | 4× | 5× | 6× |
|---|---|---|---|---|
| 1 | 1,000 | 2,000 | 4,000 | 8,000 |
| 2 | 200 | 400 | 800 | 1,600 |
| 3 | 300 | 600 | 1,200 | 2,400 |
| 4 | 400 | 800 | 1,600 | 3,200 |
| 5 | 500 | 1,000 | 2,000 | 4,000 |
| 6 | 600 | 1,200 | 2,400 | 4,800 |
Worth calling out, since it trips people up coming from other house rules: a single 1 is 100, and three 1s jump all the way to 1,000, a 10× leap. It's tempting to assume that pattern keeps going, but it doesn't. From three-of-a-kind upward, every extra die only doubles the three-of-a-kind value, it never chains another 10× jump. So four 1s is 2,000 (double the 1,000 triple), not 10,000, five 1s is 4,000, and six 1s is 8,000. The doubling is a flat 2× / 4× / 8× of the triple value for 4 / 5 / 6 of a kind, the same ratio for every face, no exceptions.
For the two five-face straights, any dice in that roll not needed to complete the straight (at most one, since the straight itself already uses 5 of your 6 dice) are scored separately and added on top, using the exact singles rule above: a spare 1 or 5 still counts (100 or 50), a spare 2/3/4/6 is worth nothing on its own. It's also all-or-nothing: if you're missing even one of the required faces, that is not a smaller, partial straight, it scores nothing as a straight at all. Whatever dice you do have can still only score through the ordinary singles and three-of-a-kind rules on their own.
After every roll, the game checks whether any legal scoring option exists among the dice you just rolled: any single 1 or 5, three or more of any face, or a straight. If none of that is there, the roll busts: it scores zero, and you lose every point you'd banked earlier in that same turn, not just that one roll, the whole turn's total.
If the selection you bank uses every single die that was part of your current roll, literally all of them, not just the ones that scored, you get "hot dice": your next roll starts fresh with all six dice again, and your running turn total carries forward unchanged. This can happen more than once in the same turn, and it also applies when you're already down to fewer than six: using everything that's left still refreshes you back up to six.
Worked example: say you've already banked 500 points this turn and you have 2 dice left. You roll them and get a 1 and a 5. Banking "one 1 + one 5" is worth 150, and it uses both of your remaining 2 dice, so it's hot dice: your turn total becomes 650, and your next roll is a fresh six dice, not zero.
The moment either side's total score reaches the match target, right after a turn's points are added to the board, the match ends immediately and that side wins, full stop. This overrides anything the single-turn optimal-stopping coaching table on this page would otherwise suggest, since that table only ever judges one turn in isolation and has no idea what the match target or the current score gap is. This is a rule of how the match itself is implemented, not just an AI playstyle choice. (The real nuance between this race-blind single-turn table and genuinely race-aware endgame strategy is its own topic, covered in the strategy report.)
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