Three Man
Roll a three, crown a victim - long live the Three Man.
Push your luck one roll too far and drink the difference.
Also known as: Farkle Drinking Game · 10000
Drunk Farkle takes the beloved push-your-luck dice game - six dice, 1s and 5s and triples scoring points, bank or keep rolling - and attaches consequences to greed. Every roll you press your luck, you risk the Farkle: a roll with zero scoring dice that torches your turn's points and, in this version, comes with a drink attached. Bank early and you are safe but slow; roll on and you are rich or drinking.
It is the thinking drinker's dice game. Where Three Man and Snake Eyes are pure luck, Farkle hands you a real decision every single roll, and your friends get to heckle it. Two to eight players, six dice, a score pad and a target of 5,000 or 10,000 points - with the sweetener that banking big makes everyone below you sip. Greed has never been so well quantified.
Start your turn by rolling all six dice and hunting for scorers: every 1 is worth 100 points, every 5 is worth 50, and any three of a kind scores its face value times 100 - except three 1s, which score a princely 1,000. Straights and three pairs score big bonuses too, if your table plays the full chart.
You must set aside at least one scoring die from every roll. Then comes Farkle's eternal question: bank what you have and end your turn safely, or re-roll the remaining dice to build the pile higher? Every die you set aside shrinks your next roll and raises your odds of disaster. The table should be loudly voting for disaster.
If any roll produces zero scoring dice, that is a Farkle: your entire turn's unbanked points evaporate, your turn ends, and - this being Drunk Farkle - you take a drink. The sting scales beautifully: farkling on your first roll costs a sip and a shrug; farkling with 800 unbanked points costs the same sip and a piece of your soul.
Score with all six dice in one turn and you have hot dice: pick up all six and keep rolling, adding to the same turn total. Hot dice streaks are how legends and catastrophes are made, because the Farkle risk resets with every fresh handful. The correct amount of hot-dice greed is slightly more than feels wise.
When you stop, your turn total is banked permanently and can never be lost. In Drunk Farkle, banking 350 or more comes with a bonus: every player with a lower total score than you takes a sip. It converts good turns into table-wide events and gives the leaders a target on their back, which is exactly where leaders belong.
First player to the target score triggers the final round: everyone else gets one last turn to catch them, desperation re-rolls and all. Highest total wins and hands out a closing toast; the lowest score traditionally drains what is left of their drink to the winner's health. Then someone demands a rematch. Someone always demands a rematch.
| Roll | What happens |
|---|---|
| 1 | 100 points |
| 5 | 50 points |
| Three of a kind | Face value x 100 (three 1s = 1000) |
| Farkle (no scoring dice) | Bust: lose the turn's points and take a drink |
| Pass at 350+ banked | Safe - everyone below you sips |
Three Farkles in a row costs 1,000 points off your banked score and a double drink. It is the classic tabletop rule with teeth added, and it turns a cold streak into genuine peril - the third roll of a slumping player gets the most attentive audience in the game.
Anyone who farkles passes one die of their choice to the next player, who must include it in their opening roll and return it after. Pure superstition - the die is not actually cursed - but watching players agonize over which die 'feels' toxic is worth the rule on its own.
Drinks scale with unbanked points lost to a Farkle: one sip per 300 points, rounded up. Cautious players barely drink; riverboat gamblers pay properly for their sins. This is the variation for tables that want the drinking to precisely mirror the decision-making.
Team play for four, six or eight: partners sit opposite, combine banked scores, and may once per game 'inherit' a partner's hot dice to continue the streak themselves. Adds table talk, shared blame and the unique joy of farkling away points your partner earned.
A ten-second shot clock on every bank-or-roll decision, enforced by the table counting down. Deliberation is where Farkle drags with big groups; the clock keeps the night moving and produces magnificently terrible snap decisions. Violators drink and auto-bank.
Farkle's ancestry is genuinely murky - enthusiasts variously claim medieval French or Icelandic roots, sometimes citing a 14th-century sailor named Sir Albert Farkle whose existence no historian has ever confirmed. More verifiably, the game circulated in America as 10,000, Zilch or Hot Dice for generations before commercial versions standardized scoring in the late 20th century. The drinking adaptation is a natural evolution: the Farkle was always a punishment looking for a beverage.
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