I Can't Believe It's Not Farkle!


How to Play

The Objective

The goal is to score as many points as possible before you run out of banks. You begin the game with 10 banks.

Your Turn

A turn consists of the following steps:

  1. Roll the Dice: At the start of your turn, you can only roll the dice. Press the "Roll Dice" button to begin.
  2. Select Scoring Dice: After the roll, you must select one or more dice that form a scoring combination (see "Scoring" below). Any dice you select must be part of a valid scoring group. The dice you select will be temporarily "banked" for the turn, and their score will be added to your current turn score.
  3. Choose Your Next Move:
Roll Again: You can choose to roll the remaining, un-banked dice. This allows you to build on your current turn score, but you risk rolling a Farkle.
Bank Your Score: You can choose to end your turn and "bank" the points you have accumulated. This adds the Turn Score to your Total Score and consumes one of your available banks. After banking, the Perk Shop will open.

Scoring

Points are awarded for the following combinations:

Single Dice:

  • A single 1: 100 points
  • A single 5: 50 points

Three of a Kind:

  • Three 1s: 1000 points
  • Three 2s: 200 points
  • Three 3s: 300 points
  • Three 4s: 400 points
  • Three 5s: 500 points
  • Three 6s: 600 points

Other Combinations:

  • Four of a Kind: 1,000 points
  • Five of a Kind: 2,000 points
  • Six of a Kind: 3,000 points
  • A 1-6 Straight: 2,500 points
  • Three Pairs: 1,500 points

Special Rolls

Farkle!

If your roll results in no possible scoring combinations, that's a "Farkle!" You lose all points you accumulated during that turn, and your turn ends immediately.

Hot Dice

If you manage to score with all the dice you have in play, you have "Hot Dice!" All the dice are reset, and you get to roll all six again to continue your turn.

The Perk Shop

After you successfully bank your points, the Perk Shop will open. You can spend your Total Score to purchase powerful, single-use perks.

Extra Bank

  • Cost: 1000 Score
  • Effect: Gain an additional bank.

Farkle Insurance

  • Cost: 500 Score
  • Effect: Your next Farkle will not end your turn or reset your turn score. This perk is a one-time use item.

2x Multiplier

  • Cost: 600 Score
  • Effect: Doubles the score you earn from your next successful bank. This perk is consumed after you bank.

Extra Die

  • Cost: 800 Score
  • Effect: Adds an extra die to your set for the next turn only. This effect resets at the beginning of the subsequent turn.
    • Player loses 1 extra die per bank, or 2 extra die if extra die  > 6

Game Over

The game ends when banking your score drops your banks remaining to 0. Your final score is recorded, and a new game will begin!




Artwork and Dice SFX made by Kenney


Disclaimer: AI was used to assist with some of the code.

Updated 1 day ago
Published 5 days ago
StatusPrototype
PlatformsHTML5
AuthorDANGELOAD
Made withGodot
Average sessionA few minutes
LanguagesEnglish
InputsMouse
AccessibilityOne button

Development log

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