KCD2 Dice Quick Answer
KCD2 dice is a Farkle-style gambling game: roll six dice, select at least one scoring die, then either bank the turn or roll the remaining dice. A 1 scores 100, a 5 scores 50, three 1s score 1,000, other triples score face value × 100, and straights score from 500 to 1,500. If a new roll has no scoring combination, you bust and lose every unbanked point from that turn.
The safest KCD2 dice strategy is to keep only one 1 or 5 from a weak early roll, preserve five dice for the next throw, and bank once you have a useful score with three or fewer dice remaining. If all six dice score, you get hot dice and may roll all six again while keeping the turn total at risk.
For current KCD2 dice builds, use loaded dice that favour 1s and 5s. Weighted Die, Favourable Die, Pie Die, Odd Die, and Heavenly Kingdom Die are reliable choices. Old guides that claim Saint Antiochus' Die always rolls a 3 are outdated after the dice probability fixes.
How KCD2 Dice Works
To play KCD2 dice, find a gambler at a tavern or dice table, choose a wager, and check the target score. Higher-stake KCD2 dice matches can use larger winning totals and may allow badges.
Each KCD2 dice turn follows the same loop:
- Roll six dice.
- Select one or more dice that already form a valid scoring result.
- Choose Score and pass to bank the turn, or roll the unused dice again.
- On every new roll, select another scoring die or combination.
- If nothing scores, you bust and lose the entire unbanked turn total.
- The first player to reach or exceed the match target wins.
KCD2 dice does not let you hold a useless pair and complete it on the next roll. For example, two 6s do not score, so selecting them can leave the reroll control disabled. You may hold single 1s, single 5s, completed sets, or valid straights only.
KCD2 Dice Scoring Table
| Combination | Score |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s | 200 |
| Three 3s | 300 |
| Three 4s | 400 |
| Three 5s | 500 |
| Three 6s | 600 |
| Four of a kind | Triple score × 2 |
| Five of a kind | Triple score × 4 |
| Six of a kind | Triple score × 8 |
| Straight 1-2-3-4-5 | 500 |
| Straight 2-3-4-5-6 | 750 |
| Straight 1-2-3-4-5-6 | 1,500 |
The KCD2 dice multipliers make ones especially valuable. Four 1s score 2,000, five 1s score 4,000, and six 1s score 8,000. For comparison, six 5s score 4,000 and six 2s score 1,600.
In KCD2 dice, you can score several combinations in one throw. A roll of 1, 2, 4, 4, 4, 5 gives 100 for the 1, 400 for the three 4s, and 50 for the 5: 550 KCD2 dice points in total.
KCD2 Dice Hot Dice Rule
When every die in a KCD2 dice throw contributes to scoring, the KCD2 dice game returns all six dice for another roll. Your current turn total carries forward, but it remains unbanked.
In KCD2 dice, hot dice is usually worth continuing because six fresh dice have the lowest bust risk. The danger is greed: a later bust erases the straight, six-of-a-kind, or other points that unlocked the reroll.
Use this KCD2 dice decision rule:
- Continue after hot dice when the opponent is close, you are behind, or a badge protects the next roll.
- Consider banking if the hot-dice total already wins the match.
- Never reroll after reaching the target unless the interface requires the turn to be banked first.
Best KCD2 Dice Strategy With Normal Dice
Keep One Scorer on a Weak Opening Roll
If the first KCD2 dice roll has no set or straight but includes several 1s and 5s, keeping all of them is not always best. Hold one 1 for 100 points and reroll five dice. Five dice still offer a realistic straight or multi-die set; two dice rarely do.
In KCD2 dice, keep all scorers when banking immediately is the plan. Keep fewer scorers when you need a large comeback and want to preserve combination potential.
Bank More Often With Three Dice or Fewer
KCD2 dice bust risk rises sharply as the KCD2 dice pool shrinks. With three or fewer ordinary dice, bank a useful 300-500 point turn unless the opponent can win on the next round or your current total is too small to matter.
There is no universal KCD2 dice banking number. Compare three values:
- Your unbanked turn score.
- The points still needed to win.
- How close the opponent is to the target.
Playing from ahead means protecting points. Playing from far behind means accepting more KCD2 dice variance.
Do Not Chase Straights With the Wrong Set
Loaded KCD2 dice change the best strategy. A set heavily biased toward 1s should chase triples and larger groups, not straights. A mixed ordinary set has better straight coverage but a higher bust risk.
For KCD2 dice, build around one plan. Randomly mixing dice that favour unrelated faces can reduce both straight and set consistency.
Best KCD2 Dice in the Current Version
The best KCD2 dice are the ones that score alone or combine into valuable groups. Current probability databases make these the most practical choices:
| Die | Useful bias | Best use |
|---|---|---|
| Weighted Die | About 66.7% chance of 1 | Best single anchor; chases high-value groups of 1s |
| Favourable Die | About 33.3% each for 1 and 5, 22.2% for 6 | Low bust risk and strong scoring flexibility |
| Pie Die | About 46.2% for 1 | Strong 1-focused set; cannot roll 5 or 6 |
| Odd Die | Favours 1, 3, and 5 | Easy to obtain and reliable for single scorers |
| Heavenly Kingdom Die | Favours 1 and 6 | Good balance of safe 1s and strong sixes |
| Devil's Head Die | One wildcard face | Completes sets or straights, but the wildcard alone may not save a roll |
A strong KCD2 dice set uses one Weighted Die and fills the remaining slots with Favourable, Pie, Odd, or Heavenly Kingdom dice available in your inventory. Prefer synergy over rarity.
Special KCD2 dice come from merchants, gamblers, chests, quest rewards, and pickpocketing. The early Weighted Die can be found in the small cave behind the camp used during the prologue. Current KCD2 dice versions no longer support the old repeatable chest method described in some farming guides.
Is Saint Antiochus' Die Still the Best?
No—not in an unmodded current game. Before patch changes, Saint Antiochus' Die always rolled 3 and six copies created an automatic KCD2 dice loop. Official patch 1.4 corrected its probability, and current data gives it roughly a 40% chance of 3, 20% each for 1 and 6, and smaller chances for the other faces.
Saint Antiochus' Die can still support a 3-focused set, but it is no longer guaranteed. Pairing one or two with Holy Trinity dice is a themed option, not the strongest general KCD2 dice strategy. Weighted, Favourable, Pie, and Odd sets are more dependable.
KCD2 Dice Badges Explained
Badges modify KCD2 dice matches. They come in Tin, Silver, and Gold tiers. Badge match options generally require both players to use the relevant tier, and the badge may be part of the wager, so read the confirmation screen before accepting.
Useful KCD2 dice badge families:
| Badge type | Effect | Best timing |
|---|---|---|
| Resurrection | Reroll after a bust | Safest beginner choice |
| Fortune | Reroll one or more chosen dice | Repair a weak throw before it becomes a bust |
| Transmutation | Change one die to 3, 5, or 1 by tier | Complete a set or create a scoring die |
| Doppelganger | Double the last throw | Use after a high-value straight or group |
| Warlord | Increase the turn score; Gold doubles it | Activate on a large bankable turn |
| Might | Add one extra die | Improve combination and hot-dice chances |
| Headstart | Begin with bonus points | Strong in short target-score matches |
For consistent KCD2 dice wins, Resurrection or Fortune gives the most forgiving safety net. Warlord and Doppelganger have higher ceilings but reward patience; do not spend them on a small throw just because the button is available.
In KCD2 dice, Gold Transmutation is powerful with 1-focused dice because it changes a chosen die to 1. Gold Emperor's Badge is even more specialized, tripling the value of a 1+1+1 formation. Match the badge to the loaded set rather than choosing by colour alone.
KCD2 Dice Balatro Update Rewards
The KCD2 dice system expanded in patch 1.5.6, released June 25, 2026, with Jester's Visit. Find Jimbo outside the Hangman's Halter Tavern in central Kuttenberg. He may appear after you spend time away from the city and return.
Speak politely with Jimbo and beat him in a 1,500-point KCD2 dice match to earn Balatro's Die and the Tin Balatro Badge. Balatro's Die has a Joker face that can act as any number in a combination. The badge provides a once-per-game Joker conversion.
For KCD2 dice collectors, save before the first Jimbo meeting. Community guides report that making him reappear for another KCD2 dice match can be inconsistent.
Where to Play and Find KCD2 Dice
To play KCD2 dice, look for seated gamblers at taverns, inns, camps, and some quest locations. A visible dice table usually indicates an available opponent. The wager and target score vary by gambler.
Build a KCD2 dice collection by checking:
- Tavern keepers and general merchants.
- Dice opponents' trade or pickpocket inventories.
- Nests, chests, camps, and points of interest.
- Quest and tournament rewards.
- The Jester's Visit encounter for Balatro's Die.
For KCD2 dice, do not assume every named die is beneficial. Read its description and check which faces it favours. An Even Die, for example, reduces the chance of rolling the single-scoring 1 and 5 and only makes sense in an even-number set strategy.
Common KCD2 Dice Mistakes
- Holding a non-scoring KCD2 dice pair: two 2s, 3s, 4s, or 6s cannot be saved for a future set.
- KCD2 dice error—keeping every 1 and 5 immediately: this can leave too few dice for a useful second roll.
- KCD2 dice error—failing to bank: highlighted turn points are not permanent until you score and pass.
- KCD2 dice error—ignoring hot dice: when all six score, you can roll all six again.
- KCD2 dice error—following old Saint Antiochus advice: the guaranteed-three exploit was patched.
- KCD2 dice error—mixing incompatible loaded dice: choose a target face or safe-scoring plan.
- KCD2 dice error—entering a badge match without checking the stake: losing may cost the badge as well as Groschen.
- KCD2 dice setup problem: some badge matches require a badge selection before they can start.
KCD2 Dice FAQ
What scores on a single die?
In KCD2 dice, only 1 and 5 score alone: 1 is worth 100 and 5 is worth 50.
Why is the reroll button disabled?
You probably selected dice that do not form a valid KCD2 dice score. Deselect non-scoring pairs and keep a 1, 5, completed set, or straight.
What happens if all six dice score?
In KCD2 dice, you receive hot dice and may roll all six again. The turn total carries over but is lost if the next roll busts.
What is the best loaded die?
The Weighted Die is the best single anchor because it rolls 1 about two-thirds of the time. Favourable, Pie, Odd, and Heavenly Kingdom dice are strong partners.
Does Saint Antiochus' Die always roll 3?
No. That was true in older versions. Current KCD2 dice probabilities no longer guarantee a 3.
What is the safest badge?
Resurrection is the easiest safety pick because it gives another throw after a bust. Fortune is also strong because it rerolls weak dice before the turn fails.
How do I get Balatro's Die?
Update to patch 1.5.6, find Jimbo outside Hangman's Halter Tavern in Kuttenberg, and defeat him in the 1,500-point match.
Can KCD2 dice make money reliably?
Yes, once you understand the scoring table and build a coherent loaded set. Bet within Henry's budget, bank sensible turns, and use badges only when their effects fit your strategy. Dice can also appear in quest objectives, and the Semine wedding is an early place where these skills are useful.





























