LootLoreBrowse
Mechanic Verified

KCD2 Dice Mini-Game Guide — Rules, Best Dice & Cheating

By Z. LiPublished Updated Last verified
Mechanic topics:#kcd2#dice#farkle#gambling#loaded-dice#mini-game
KCD2 dice mini-game — Henry playing Farkle dice at a Kuttenberg tavern table

Farkle scoring — the rules every player should memorize

KCD2 dice uses a Farkle variant. Each turn you roll 6 dice. After the roll, you must set aside at least one scoring die (1 = 100 pts, 5 = 50 pts, three-of-a-kind = digit × 100 unless 1s which is 1000, full straight 1-2-3-4-5-6 = 1500 pts, three pairs = 750 pts). You then choose to bank the score and end your turn, or reroll the remaining dice for more.

If a reroll yields no scoring dice (Farkle), you lose all unbanked points from this turn and play passes to the opponent. The risk-reward is the core of the game: bank early for safety, push for more on lucky rolls, accept the Farkle risk on each subsequent roll. The first player to 4,000 banked points wins the agreed pot.

Beyond scoring rules, the game has subtler optimization: you can re-roll fewer dice (just 1 or 2) instead of all remaining dice for incremental scoring, or you can re-roll all 6 dice after scoring with all 6 (hot dice rule) — this is the highest-EV move when ahead. Most players never use hot dice; learning it doubles your win rate against tavern AI.

Farkle scoring reference

CombinationPointsNotes
Single 1Single 1100 ptsMost common scoring die
Single 5Single 550 ptsSecond most common
Three 1sThree 1s1000 ptsHighest three-of-a-kind
Three 2-6 of same digitThree 2-6 of same digitDigit × 100Three 2s = 200; three 6s = 600
Four of a kindFour of a kind2× three-of-a-kind valueFour 6s = 1200 pts
Five of a kindFive of a kind3× three-of-a-kind valueFive 6s = 1800 pts
Six of a kindSix of a kind4× three-of-a-kind valueSix 6s = 2400 pts
Straight 1-2-3-4-5-6Straight 1-2-3-4-5-61500 ptsAll six dice required
Three pairsThree pairs750 ptsAll six dice required

Loaded dice — sets ranked by edge

Loaded dice are unique dice items in KCD2 that bias roll outcomes toward specific numbers. Owning loaded dice and equipping them at the dice table during matches dramatically tilts the probability — the standard 16.67% per number jumps to 22-30% for the loaded number. Mixing loaded dice with standard dice (3 loaded + 3 standard) is the optimal strategy: significantly improves win rate while minimizing the visible 'too-lucky' pattern that triggers opponent suspicion.

Best loaded dice sets: Devil's Heads (favors 6s, +30%) is the highest-value set because three 6s scores 600 points. Aces (favors 1s, +25%) is best for consistent 100-point single rolls. Greaser's Five (favors 5s, +30%) is best for low-risk farm rolls (single 5 = 50 pts, three 5s = 500 pts). Loaded dice favoring 2/3/4 exist but yield less per scoring combination — lower priority unless you find them cheap.

Detection risk: full-loaded sets (6 of 6 dice loaded toward the same number) trigger opponent suspicion after 3 consecutive wins. Suspicion above 100% causes the opponent to refuse rematch and accuse you publicly — reputation hit in the host city. Mixed sets (3 loaded + 3 standard) never trigger suspicion. The 'Subtle Hand' perk (Thievery 12) further reduces suspicion accumulation by 50%.

All loaded dice locations and biases

  • Devil's Heads (+30% on 6s) — hidden in Sasau monastery, behind the bookkeeper's secret stash. Requires Speech 14 to convince monk to allow exploration.
  • Aces (+25% on 1s) — Trosky tavern back-room, locked chest (Lockpicking 6 required). 800 groschen value.
  • Greaser's Five (+30% on 5s) — Kuttenberg market vendor (specialty dice merchant). Costs 600 groschen. No quest required.
  • Devil's Twos (+25% on 2s) — Looted from a dead Kuttenberg gambler in the south alley (random spawn after Chapter 3).
  • Cuman Fours (+25% on 4s) — Drop from Cuman bandit captain (5% drop rate per kill, requires Combat 10+).
  • Standard dice — 5 groschen per die at any tavern. Always carry 6+ as backup mixing material.

Optimal betting strategy

Tavern dice has 4 betting tiers: 50g (peasant), 200g (yeoman), 500g (burgher), 1500g (noble). Higher tiers have stronger AI opponents and higher loaded-dice usage by NPCs. Optimal farming: stay at the 200g tier with Aces loaded dice mix — the AI is weak enough to win 60-70% of matches without full-set risk, and the pot size is meaningful (winning pays 380g after the house cut).

Don't enter 1500g noble matches without Master Thief / Subtle Hand combo perks. Noble opponents often use Devil's Heads loaded dice and the pot loss on a Farkle streak can be 6,000+ groschen. The high-tier AI plays optimally — using hot dice, banking strategically, and rerolling efficiently. Without loaded dice + Speech 14 (haggling for re-entry), the tier is a money sink.

Multi-tier session: start at 50g for 2-3 matches to warm up the perk effects, move to 200g for the farming session (~10 matches, 2,000-4,000g winnings), only attempt 500g+ once the session shows consistent wins. Bail to a lower tier after any loss to preserve groschen.

Hot dice — the move most players never use

If you score with all 6 dice in a single turn, the 'hot dice' rule lets you re-roll all 6 dice for additional scoring on top of what you've already banked this turn. This is the highest-EV move in Farkle when you're behind in score — a hot dice continuation has a 60-70% chance of additional scoring.

Practical example: you roll 6 dice and score a straight (1500 pts) using all 6. Standard play would bank and end turn. Hot dice play re-rolls all 6 — even if only 1 die scores (say a single 1 = 100 pts), you add 100 pts to the 1500. If you score 3 more dice, that's 250-1000 additional pts. Risk is a Farkle losing the 1500 — but with all 6 dice rerolling, the Farkle probability is only ~22%.

Use hot dice when you're behind by 1000+ points. Skip hot dice when you're ahead — banking the safe score is correct. Most tavern AI doesn't use hot dice; you can exploit this by using it consistently and gaining a 15-20% per-match win rate advantage.

SlotRecommended pickWhy / notes
Loaded dice (primary)3× Aces + 3× standard dice+25% on 1s; mix prevents detection
Loaded dice (advanced)3× Devil's Heads + 3× standard dice+30% on 6s; higher per-combination scoring
Skill priority 1Thievery 12 (Subtle Hand perk)-50% suspicion gain — enables longer sessions
Skill priority 2Speech 14 (haggling re-entry)Negotiate back into tavern after losing big match
Skill priority 3Drinking 8 (Hard Liver perk)Reduces drunk penalty if NPCs offer drinks during games
Strategy200g tier farming with hot dice usage60-70% win rate, ~2,000-4,000g per hour session
Backup gearCharisma 6 outfit + sober up potionAvoid drunk penalty interference with strategic plays

Dice farming yield by setup

SetupWin rateAvg per matchPer hour
Standard dice, 50g tierStandard dice, 50g tier~50%~25g~250g
Standard dice, 200g tierStandard dice, 200g tier~45%~110g~660g
Aces mix, 200g tierAces mix, 200g tier~65%~240g~1,440g
Devil's Heads mix, 500g tierDevil's Heads mix, 500g tier~70%~700g~4,200g
Full set + Subtle Hand, 1500g tierFull set + Subtle Hand, 1500g tier~75%~1,800g~10,800g

Verdict: Aces mix at 200g tier is the sustainable farming setup — 60-70% win rate, ~1,440g per hour with no detection risk. Devil's Heads + 500g tier scales to ~4,200g per hour at higher risk. 1500g noble tier requires Subtle Hand perk for sustainable play.

Common dice mistakes

  • Banking too early on every roll. The 100-pt safety bank pays slowly; you need to push for 300-500 pt rolls to keep pace with AI.
  • Pushing too aggressively on Farkle-prone rolls. After 3-4 dice scored, the remaining 2-3 dice have ~25-35% Farkle probability — bank the score.
  • Using full-loaded sets without Subtle Hand perk. Detection ramps fast — refuse-rematch within 3 wins costs reputation.
  • Skipping hot dice opportunities. Even tavern AI doesn't use this; it's a 15-20% per-match advantage you should always exploit.
  • Entering 1500g tier without loaded dice + Subtle Hand. Pot losses compound fast at high tier; 6,000+ groschen loss per bad session.
  • Drinking with NPCs during dice matches. Drunk penalty -2 to -5 strategic IQ; you'll Farkle on rolls you should have banked.
  • Forgetting to check inventory for loaded dice. Standard dice ship with the game; loaded sets must be equipped manually before the match starts.

Frequently asked questions

How does KCD2 dice work?

Farkle variant: roll 6 dice, score combinations (1 = 100, 5 = 50, three-of-a-kind = digit × 100 or 1000 for 1s, straight = 1500, three pairs = 750). Set aside at least one scoring die and choose to bank or reroll the rest. Reroll with no scoring dice = Farkle (lose this turn's points). First to 4,000 banked points wins the pot.

Where do I find loaded dice in KCD2?

Devil's Heads (+30% on 6s) — Sasau monastery secret stash, requires Speech 14. Aces (+25% on 1s) — Trosky tavern back-room locked chest (Lockpicking 6). Greaser's Five (+30% on 5s) — Kuttenberg market vendor, 600g. Other loaded sets drop from Cuman bandits and dead Kuttenberg gamblers (random spawns).

Can I get caught cheating with loaded dice?

Yes if you use full-loaded sets (6 of 6 dice loaded toward the same number). Opponents grow suspicious after 3 consecutive wins. Above 100% suspicion, they refuse rematch and accuse you publicly — costs ~20 reputation in the host city. Mix 3 loaded + 3 standard dice to avoid detection entirely. Subtle Hand perk (Thievery 12) further reduces detection.

What's the best dice farming setup?

Aces mix (3 Aces + 3 standard) at the 200g tier — 60-70% win rate, ~1,440g per hour, zero detection risk. For higher yield, Devil's Heads mix at 500g tier scales to ~4,200g per hour. Skip 1500g tier unless you have Subtle Hand perk and Devil's Heads full set.

What is the hot dice rule?

If all 6 dice score in a single turn, you can re-roll all 6 dice and continue scoring on top of what you've already banked. Highest-EV move when behind in score (~60-70% chance of additional scoring). Most tavern AI doesn't use this — exploit consistently for 15-20% win rate advantage.

What's the highest-scoring combination in Farkle?

Six 1s (six-of-a-kind 1s) = 4000 pts — instant win in a single turn (matches the 4,000-point pot threshold). Realistic high scores: six 6s = 2400 pts; six 5s = 2000 pts; straight 1-6 = 1500 pts. With Devil's Heads loaded dice, three 6s (600 pts) becomes a very frequent scoring combination.

Is dice profitable as a money-making method?

Yes — Aces mix at 200g tier yields ~1,440g per hour with low risk. Devil's Heads at 500g tier yields ~4,200g per hour at moderate risk. Compare to herb farming (~600g per hour) or pickpocketing (~3,000g per hour). Dice is the highest-yield steady income if you have loaded dice + Speech / Thievery perks invested.

Sources & verification

Coloured pills follow our four-tier source policy.

Continue this guide path