Farkle Tavern

Learning Guide

Start with Kingdom Come tavern dice, then see how Classic and other presets change the chart.

About 8 minutes

How a turn works

These steps apply at every table, no matter which scoring preset the chamberlain picks.

  1. 1

    Thy turn

    On your turn you roll six bone dice. If nothing scores, you farkle and lose any points built up this turn.

  2. 2

    Selecting dice

    Choose dice that form a valid combination (see the scoring chart). Selected dice are set aside and their points add to your turn total.

  3. 3

    Roll again

    Roll the dice you did not select. You may keep rolling as long as each roll has at least one scoring die.

  4. 4

    Hot dice & hot farkle

    If you score every die in a roll, roll all six again with a fresh cast. If that new roll has nothing scoring, you hot farkle. You lose your whole turn total, just like a normal farkle.

  5. 5

    Bank

    End your turn and add your turn total to your banked score. You forfeit unbanked points if you farkle.

  6. 6

    Winning

    Reach the table goal while on board to trigger the final round. After everyone has had their last chance, the highest banked score wins the tavern.

Choose Your Way to Play

Four ways to sit at the same table. Dice, scoring, and banking stay familiar. Only the clock changes.

Classic

The traditional Farkle experience. Take turns rolling six dice, collecting points, and deciding when to bank before risking another roll. Reach the target score and outplay your opponents.

How it works
Players rotate in seat order. Roll, set aside scoring dice, then roll again or bank.
Timer
There is no match clock. The optional idle timer is separate and removes an inactive player from the table.
When time expires
If the idle timer is on and expires, that player leaves the table. It does not pass the turn inside the game.
Scoring
Banked points count toward the goal. Unbanked points are lost on a farkle.
Example
A table to 10,000. You bank 1,000, then decide whether the next roll is worth the risk.

Personal Time Bank

Your time is your treasure! Every player starts with their own time bank, which decreases only during their turns. Manage your time wisely, take calculated risks, and score as many points as possible before your time runs out. Once your clock reaches zero, your score is locked and you become a spectator.

How it works
Waiting does not spend your budget. Rolling, selecting, and banking do not refill it.
Timer
The server keeps a deadline while it is your turn and stores what remains when the turn ends. Time spent processing the action after it arrives is not charged.
When time expires
Your banked score locks, unbanked points are discarded, and you watch the rest of the match. You can still use chat and reactions. The match ends when every budget is spent, or earlier if the goal and final round finish it.
Scoring
The winner is the highest banked score. Time left is shown and is not a tiebreaker.
Example
Four players start with 3:00. Alice plays 0:40, Bob plays 0:50, and Alice returns with 2:20.

Global Match Timer

Race against the clock! Everyone plays under one shared countdown. Every roll, every decision, and every opportunity matters. When the match timer expires, the scores are finalized according to the lobby's selected ending rule. Can you collect the most points before time runs out?

How it works
The clock starts when the match starts and keeps running on every turn. A turn limit ends that turn and passes the dice, so one player cannot use the whole match. Reaching the goal can still open the usual final round before the clock ends.
Timer
Every player sees the same server deadline. The turn limit is a second deadline for whoever holds the dice.
When time expires
End immediately stops play and keeps banked points. Finish the current round lets every seat that has not acted in this lap take one turn, then stops. Grace is 90 seconds so a stalled player cannot extend the match.
Scoring
Highest banked score wins. Unbanked points on an interrupted turn are discarded. Standings also show turns, farkles, and points per minute.
Example
A five minute match hits zero during a turn. End immediately scores what is already banked. Finish the round lets the rest of that lap play.

Fixed Time Per Turn

Every turn is a race! You get a fixed amount of time whenever it is your turn to play. Make your decisions quickly, balance risk and reward, and maximize your score before your turn expires. When your clock hits zero, your turn ends automatically and the next player takes over.

How it works
The clock starts when the server activates your turn. A farkle still ends the turn immediately. The match lasts until the usual goal and final round.
Timer
This is not the idle removal timer. Expiring passes the turn and keeps you at the table. A reconnect does not refill an expired clock.
When time expires
Unbanked points are discarded and the next player gets a full new clock.
Scoring
The winner is decided by the usual Farkle goal. Standings can show turns, farkles, and average turn length.
Example
Each turn is 20 seconds. You roll and set dice aside. The clock keeps running until you bank, farkle, or time runs out.

KCD tavern dice

Kingdom Come: Deliverance calls its minigame Dice; the codex names it Farkle. The turn flow matches any Farkle table, but the scoring chart is distinctive: four, five, or six of a kind double the previous tier (double-chain), partial straights 1–5 and 2–6 score on their own, a full 1–6 run pays 1,500, and three pairs does not score.

If you learned Farkle at a kitchen table, watch for that last rule. A spread of three pairs looks tempting but scores nothing on a KCD chart. For lore and history, read About Farkle. About Farkle.

KCD worked examples

  • Four 4s: 800 points. Three 4s = 400; the fourth doubles to 800. Classic also pays 800 for four 4s.
  • Six 4s: 3,200 points on KCD (double-chain). Classic pays 1,600 (multiply). This is the biggest late-game swing between presets.
  • 1, 2, 3, 4, 5 and a non-scoring 6: Take the partial straight 1–5 for 500. You do not need all six dice for a partial run.
  • Three pairs (e.g. 2-2, 4-4, 6-6): 0 points on KCD. On Classic this pays 750, so do not assume three pairs always scores.

Interactive tutorial

Play a guided mini-game: select dice, roll again, bank, and learn KCD scoring by doing.

KCD scoring chart

Tavern dice. Double-chain 4/5/6-kind; runs 1–5, 2–6, and 1–6.

Single 1100
Single 550
Three 1s1000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kinde.g. four 4s = 800 (2×400)2× that die's three-of-a-kind
Five of a kinde.g. five 4s = 1,6002× four-of-a-kind
Six of a kinde.g. six 4s = 3,2002× five-of-a-kind
Run (1–5)5 dice, one of each in that range500
Run (2–6)5 dice, one of each in that range750
Run (1–6)all six dice, one of each1500

Play KCD here

You can match the tavern minigame at a private online table:

  • Open the hall and enter as guest or sign in
  • Create a room or join an existing table
  • The chamberlain sets scoring preset to Kingdom Come: Deliverance in the lobby
  • Share the invite link with friends or add bots to fill seats
  • Roll, select scoring dice, bank before you farkle

Other presets

Beyond KCD and Classic, the chamberlain can pick:

  • Dice Game Depot: Higher straight and three-pair payouts than Classic.
  • Folk (Wikipedia): Fixed four, five, and six-of-a-kind values and a 2,500 straight.

See full charts on the rulebook page.

Switching to Classic

Classic is the default at most online tables. Turn flow stays the same; only the scoring chart changes. When you leave the KCD tavern for a Classic table, watch for three pairs, lower straight payouts, and multiply (not double-chain) extensions on four, five, and six of a kind.

The table below summarizes the main differences. Point values come from the same engine that runs live games.

Full straight (1–6)15001000
Partial straights1–5 (500); 2–6 (750)None
Three pairsDoes not score750
4 / 5 / 6 of a kindDouble each tier×2 / ×3 / ×4 on three-of-a-kind
Example: six 4s32001600

Classic scoring chart

3 pairs 750, straight 1000, 4/5/6-kind ×2/×3/×4

Single 1100
Single 550
Three 1s1000
Three 2s200
Three 3s300
Three 4s400
Three 5s500
Three 6s600
Four of a kinde.g. four 4s = 8002× that die's three-of-a-kind
Five of a kinde.g. five 4s = 1,2003× that die's three-of-a-kind
Six of a kinde.g. six 4s = 1,6004× that die's three-of-a-kind
Three pairs750
Straight (1–6)all six dice, one of each1000

Keep learning

The rulebook lists every preset and default house rule. The FAQ answers common questions about free play, multiplayer, and KCD online.