Farkle Tavern
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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.

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.

CombinationPoints
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.

RuleKCDClassic
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

CombinationPoints
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.