MATT'S MANIACAL MUSINGS
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Strategy Tutorial
The Farkle Strategy Generator outputs tables like the one
below. Each cell of the table represents a different turn state
given by the number of points you've so far accumulated on the
turn and the number of dice you have left to roll. Some of the
cells have an asterisk in them: these are simply unreachable
states — just ignore them. The other cells have a number in
them. The numbers represent the desirability of your turn state
with higher numbers being more desirable. If you have multiple
scoring options available for a roll, then always choose the
scoring combination that moves you to the most desirable state.
If your new state is green you roll again. If it's red you bank.
That's really all you need to know, but the remainder of this
tutorial will walk you through a simple turn to make sure the
ideas are clear.
Turn Start
When you start a new turn, you always begin with zero turn
points and six dice to roll. This puts you in the top left entry
of the table as shown.
First Roll
On your first roll you throw the dice below:
We have three choices for how to score this roll:
- Take the three-threes for 300.
- Take the five for 50.
- Take the three-threes and the five for 350.
So what do we do?
Scoring Choices
All you need do is pick the scoring combination that moves you
to the most desirable state. Click the dice below to examine your
different scoring options and select the combination that moves
you to the most desirable state.
Oops!
Please accept my apologies for being such an inadequate teacher.
You can go back and try again; or just move on to the next
slide.
Second Roll
So by scoring just the 5, we move to a state with desirability
13 which is better than the other two scoring combinations
available to us. Since we're in a green state we are supposed to
keep rolling.
With the remaining five dice you throw:
Again, select the dice that leads you to the most desirable turn state.
No no no no...
Are you trying? You can go back and try again; or just move on
to the next slide.
Third Roll
Again we were better off by taking just a single one.
We're still in a green state so we throw the remaining 4 dice.
Suppose we get:
Again, select the dice that leads you to the most desirable turn state.
Huh?
Hmmmm... Might I instead interest you in a game of Old Maid?
You can go back and try again; or just move on to the next
slide.
Conclusion
In this case we were better off taking both scoring dice.
Since we've advanced to a red state, we must bank the 300 points.
Were you expecting miracles? At least we didn't farkle.
That's really all there is to it: after each throw look at every
possible scoring combination and pick the one that leaves
you in the most desirable situation. Then if you find yourself in
a green state you roll again, but if you find yourself in a red
state you bank.
The End
Turn Score |
Number of Dice to Roll |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
20 |
* |
* |
* |
* |
* |
50 |
* |
13 |
* |
* |
* |
* |
100 |
* |
14 |
6 |
* |
* |
* |
150 |
* |
* |
9 |
2 |
* |
* |
200 |
* |
* |
11 |
4 |
1 |
* |
250 |
* |
* |
* |
7 |
3 |
5 |
300 |
38 |
* |
* |
10 |
8 |
8 |
350 |
41 |
23 |
* |
* |
12 |
12 |
400 |
45 |
26 |
17 |
15 |
15 |
15 |
450 |
49 |
29 |
19 |
16 |
16 |
16 |
500 |
53 |
32 |
22 |
18 |
18 |
18 |
550 |
57 |
35 |
25 |
21 |
21 |
21 |
600 |
60 |
39 |
28 |
24 |
24 |
24 |
650 |
63 |
42 |
31 |
27 |
27 |
27 |
700 |
66 |
46 |
33 |
30 |
30 |
30 |
750 |
69 |
50 |
36 |
34 |
34 |
34 |
800 |
71 |
54 |
40 |
37 |
37 |
37 |
850 |
74 |
58 |
44 |
43 |
43 |
43 |
900 |
77 |
61 |
48 |
47 |
47 |
47 |
950 |
80 |
64 |
52 |
51 |
51 |
51 |
1000 |
83 |
67 |
56 |
55 |
55 |
55 |
© 2010 Matthew T. Busche