Learning Guide
Start with Kingdom Come tavern dice, then see how Classic and other presets change the chart.
About 8 minutes
In this guide
How a turn works
These steps apply at every table, no matter which scoring preset the chamberlain picks.
- 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
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
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
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
Bank
End your turn and add your turn total to your banked score. You forfeit unbanked points if you farkle.
- 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.
KCD scoring chart
Tavern dice. Double-chain 4/5/6-kind; runs 1–5, 2–6, and 1–6.
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| 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 = 1,600 | 2× four-of-a-kind |
| Six of a kinde.g. six 4s = 3,200 | 2× five-of-a-kind |
| Run (1–5)5 dice, one of each in that range | 500 |
| Run (2–6)5 dice, one of each in that range | 750 |
| Run (1–6)all six dice, one of each | 1500 |
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.
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.
| Rule | KCD | Classic |
|---|---|---|
| Full straight (1–6) | 1500 | 1000 |
| Partial straights | 1–5 (500); 2–6 (750) | None |
| Three pairs | Does not score | 750 |
| 4 / 5 / 6 of a kind | Double each tier | ×2 / ×3 / ×4 on three-of-a-kind |
| Example: six 4s | 3200 | 1600 |
Classic scoring chart
3 pairs 750, straight 1000, 4/5/6-kind ×2/×3/×4
| Combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kinde.g. four 4s = 800 | 2× that die's three-of-a-kind |
| Five of a kinde.g. five 4s = 1,200 | 3× that die's three-of-a-kind |
| Six of a kinde.g. six 4s = 1,600 | 4× that die's three-of-a-kind |
| Three pairs | 750 |
| Straight (1–6)all six dice, one of each | 1000 |
