Welcome to XARKLE

A zany, sci-fi themed dice-rolling game with cards for 2-6 players.

Note: This game is currently in closed BETA. Full release is planned for late 2025.

What’s Included

This compact game includes a deck of 52 cards and 6 six-sided dice (five of one color and one of a different color, a.k.a. the “Xarkle Die” or “XD”).

Game Setup

  1. Shuffle the deck and deal two cards to each player.

  2. Pick one player to keep score on a sheet of paper.

  3. All players roll 2D6. Whoever rolls highest goes first.

Goal

Be the player with the highest score over 9999 when the game ends.

Dice Scoring Overview

  • Single ones are worth 100 points.

  • Single fives are worth 50 points.

  • Other combinations of numbers are worth even more points if you get them in a single roll (see Dice Scoring Breakdown). However, dice from multiple rolls cannot be added together. For example, if you set aside a five (50 points) on your first roll and two fives (100 points) on your second roll, you have 150 points. You cannot then add them together to make three fives (500 points). To score 500 points, you must roll three fives in a single roll (and set all three dice aside).

  • At least one scoring die must be set aside after every roll.

Dice Scoring Breakdown:

  • Single 1 = 100

  • Single 5 = 50

  • Three 1s = 300

  • Three 2s = 200

  • Three 3s = 300

  • Three 4s = 400

  • Three 5s = 500

  • Three 6s = 600

  • Four of any number = 1000

  • Five of any number = 2000

  • Six of any number = 3000

  • 1-6 straight = 1500

  • Three pairs = 1500

  • Four of any number with a pair = 1500

  • Two triplets = 2500

How to Play

Rolling Dice and Scoring Points

  • When it’s your turn, roll all six dice. Any dice that roll off the playing area must be re-rolled.

  • After every roll, in order to continue rolling any remaining dice, you must set aside at least one scoring die (or multiple scoring dice, if you wish). You cannot roll again unless at least one die from your roll scores points (and you set it aside). So, every time you roll, you’ll be rolling at least one fewer dice (unless you play a card that says otherwise).

  • Keep a running total (turn score) as you roll and set dice aside during your turn. You may choose to end your turn after any roll, adding the final score for that turn to your total score. In other words, you are only required to roll the dice once, but may make additional rolls, if you wish.

  • If you’re lucky enough to set aside (and score) all six dice, you’re considered to be “On Fire,” and may roll all six dice again, continuing your turn and adding any additional scored dice to your running total for that turn.

  • At any point, if you roll dice but cannot set aside at least one scoring die, you have “Flamed Out.” You lose ALL of your current points for that turn and end your turn. The scorekeeper also writes “F.O.” on the scoresheet where your score for that turn would have gone. If you ever flame out three times in a row, you lose 500 points! The fewer dice you roll, the higher the chances of flaming out!

The Xarkle Die (XD)

Your set of six dice includes five of one color and a sixth “XD” of a different color. Whenever you roll a 6 on the XD, draw one card from the deck and add it to your hand.

The Cards

  • You cannot have more than three cards in your hand at a time. If you would draw a fourth card, you must first play a card in your hand or discard a card.

  • When you play a card, discard it. If the deck ever runs out of cards, shuffle the discard pile to create a new deck.

  • Unless specified otherwise on the card, you can play a card at any time.

Winning the Game

When a player’s accumulated score equals 9999 or more points, each other player gets one final turn to beat that total. After each other player has taken one final turn, the player with the highest score wins.

Sample Turn

Jane rolls six dice and gets: 2, 2, 3, 5, 6, 6.

She sets aside the five, scoring 50 points.

Next, she rolls the remaining five dice and gets: 3, 3, 3, 5, 6.

She sets aside the triple threes, scoring 300 more points.

Jane decides to live on the wild side and roll the last two dice, rather than cashing out.

Luckily, she gets 1 (100 points) and 5 (50 points) and is "on fire," meaning she can now roll all six dice again!

On her fourth and final roll, Jane gets 2, 3, 4, 4, 4, 6, setting aside the triple fours for 400 more points.

Jane decides to stop there and cash out, scoring a total of 900 points for the round.

But then. “Boom!”

Joe plays his Tractor Beam card, stealing Jane’s entire score for the round!

But wait… “Nope!”

Jane smiles and plays her Energy Shield card, stopping Joe’s Tractor Beam!!!