300 (1200). Doubling, for each additional matching die above 3, 4 or 5 of a kind the score is doubled. e.g. 3–3–3 = 300, 3–3–3–3 = 300 × 2 (600), 3–3–3–3–3 = 300 × 2 × 2 (1200) and 3–3–3–3–3–3 = 300 × 2 × 2 × 2 (2400) Set value, 4 of a kind is scored as 1000 or 2000, 5 of a kind is scored as 2000 or 4000 and 6 of a kind is scored as 3000, 6000 or 10000 Like the standard combinations, any of these variant combinations must be achieved in a single throw. These are the variations listed in the above-cited descriptions of farkle scoring, but further variations presumably exist. Since it is a folk game, players are free to agree upon whatever scores they choose for whatever combinations they choose to recognize. Play variations Some farkle rules also incorporate one or more of the following variations in the sequence of play. Players may be required to achieve a certain threshold score in their opening turn or turns, before they can begin scoring. Thresholds of 350, 400, 500, or 1000 are used. At the beginning of a game, each player must continue throwing in their turn until they either farkle or reach the threshold. After having reached the threshold once, they are free to stop throwing in subsequent turns whenever they choose. Play is almost always to 10,000, but can be to 20,000. In a variant described as "piggybacking" or "high-stakes", each player after the first can choose to begin their turn either with a fresh set of six dice, or by throwing the dice remaining after the previous player has completed their turn. For example, if a player banks three 1s for a score of 1000, the next player may choose to roll the remaining three dice. If they score at least one die, they score 1000 plus whatever additional score they accumulate. Players may thus assume the greater risk of farkling for the chance of scoring the points already accumulated by the player before them. If a player ends their turn on a "hot dice", the next player may "piggyback" using all six dice. Players may be required to make at least one additional throw when they have hot dice, even if they have accumulated a high enough score that they would choose not to risk farkling. Three farkles in a row