The short answer
KCD2 dice is a Farkle-style game: roll six dice, select at least one scoring result, then bank the turn or risk another roll with the remaining dice. A single 1 scores 100, a single 5 scores 50, three 1s score 1,000, other triples score face value × 100, and straights score 500 to 1,500. A roll with no scoring result is a bust and erases that turn's unbanked points.
There is no single best KCD2 dice set for every goal. Start with Weighted Die, which rolls 1 about 66.7% of the time. Add Pie for higher opening-score potential, Favourable for safer repeated rolls, or Odd and Heavenly Kingdom while building the collection. Saint Antiochus' Die no longer guarantees a 3; current probability data gives it a 40% chance.
How KCD2 Dice Works
Find a gambler at a tavern, camp, or marked KCD2 dice table, choose a wager, and check the target score. Some higher-stake KCD2 dice matches allow badges and use a larger winning total.
Each turn follows the same loop:
Follow the steps
- Roll all six KCD2 dice.
- Select at least one die or completed combination that already scores.
- Choose Score and pass to bank the turn, or roll the unused KCD2 dice again.
- Select another valid score after every new throw.
- If a throw has no scoring result, lose all unbanked points from that turn.
- Reach or exceed the match target before the opponent.
KCD2 dice does not let you save a useless pair for later. Two 2s, 3s, 4s, or 6s make a non-scoring KCD2 dice pair, so selecting them can leave the reroll control disabled. You may set aside single 1s, single 5s, completed groups, and valid straights.
Source: Deltia's Gaming
KCD2 Dice Scoring Table
Reference table
| Combination | Score |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 1,000 |
| Three 2s / 3s / 4s / 5s / 6s | 200 / 300 / 400 / 500 / 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 |
Multiple KCD2 dice results can score in one throw. For example, 1, 4, 4, 4, 5 scores 550: 100 for the 1, 400 for three 4s, and 50 for the 5. Four 1s score 2,000, five score 4,000, and six score 8,000.
When all six KCD2 dice contribute to scoring, you get hot dice and may roll all six again. The turn total carries forward but remains at risk. Continue if you need a comeback or the fresh KCD2 dice pool is protected by a badge; bank if the current total already wins the match.
KCD2 Dice Odds and Loaded-Die Chart
Loaded KCD2 dice use different weights for their six faces. The percentages below are the useful current shortlist, not a ranking based on item price or rarity.
Reference table
| Die | 1 | 2 | 3 | 4 | 5 | 6 | Best role |
|---|---|---|---|---|---|---|---|
| Weighted Die | 66.7% | 6.7% | 6.7% | 6.7% | 6.7% | 6.7% | Strongest 1-biased anchor |
| Favourable Die | 33.3% | 0% | 5.6% | 5.6% | 33.3% | 22.2% | Flexible low-bust filler |
| Pie Die | 46.2% | 7.7% | 23.1% | 23.1% | 0% | 0% | High opening-score potential |
| Odd Die | 26.7% | 6.7% | 26.7% | 6.7% | 26.7% | 6.7% | Singles plus odd-number groups |
| Heavenly Kingdom Die | 36.8% | 10.5% | 10.5% | 10.5% | 10.5% | 21.1% | 1s with a useful 6 bias |
| Saint Antiochus' Die | 20% | 6.7% | 40% | 6.7% | 6.7% | 20% | A current 3-focused option, not a guarantee |
These KCD2 dice face probabilities were checked against the current INARA KCD2 dice database on September 2, 2026.
The table explains why Weighted Die is the strongest single KCD2 dice anchor: 1 scores alone and becomes exceptionally valuable in groups. In KCD2 dice, Favourable Die lands on a scoring 1 or 5 in two-thirds of single-die results, making it a forgiving filler. Pie KCD2 dice cannot roll 5 or 6, but their heavy 1 bias creates larger opening groups.
Best KCD2 Dice Set by Goal
Reference table
| Goal | Practical set | Why |
|---|---|---|
| Higher KCD2 dice opening score | 1 Weighted + up to 5 Pie | A first-throw model favours groups of 1 |
| Safer KCD2 dice rerolls | 1 Weighted + Favourable fillers | More single 1s and 5s reduce late bust risk |
| Incomplete collection | Weighted + available Favourable, Pie, Odd, or Heavenly Kingdom | Replaces ordinary KCD2 dice without perfect farming |
| Gold Emperor synergy | 1-biased KCD2 dice + Gold Emperor's Badge | Triples every 1+1+1 formation |
Community KCD2 dice simulations can rank Pie first for an opening throw and Favourable first for a full turn. Those are different questions, so state the objective instead of declaring one universal winner. A 1-focused set chases groups; balanced KCD2 dice preserve more straight possibilities.
Best KCD2 Dice Strategy
On a weak first throw, keep one scoring 1 and reroll five KCD2 dice. Keep a lone 5 instead when no 1 is available. Selecting every single scorer gives more immediate points but can leave too few dice to build a valuable group.
Use this KCD2 dice banking rule:
Reference table
| Situation | Decision |
|---|---|
| The current turn reaches the match target | Bank unless the interface has already ended the match |
| One or two ordinary dice remain | Bank any turn worth protecting; only 1 and 5 score alone |
| Three ordinary dice remain | Treat roughly 350 unbanked points as a conservative reference, not a universal law |
| Four or more dice remain | Continue more readily, especially from a weak turn |
| A 1/5-biased KCD2 dice pool remains | It can justify more risk than ordinary dice |
| The opponent can win next turn | Accept more risk because protecting a small turn may not protect the match |
Do not chase a straight with a set strongly biased toward 1. Use that KCD2 dice set to build groups of 1s. With ordinary or balanced KCD2 dice, a straight remains plausible, but the points already at risk still decide whether to continue.
Source: Deltia's Gaming
KCD2 Dice Badges: Which One to Use
Badges modify a KCD2 dice match and may also be part of the wager. Check the confirmation screen before accepting, because an opponent can answer with a badge of the matching tier.
| Badge family | Tin / Silver / Gold pattern | Best use |
|---|---|---|
| Resurrection | Reroll a failed throw 1 / 2 / 3 times | Safest beginner option |
| Fortune | Reroll up to 1 / 2 / 3 selected dice once | Repair a weak throw before it fails |
| Transmutation | Change one die to 3 / 5 / 1 once | Complete a score; Gold suits 1-focused sets |
| Doppelganger | Double the last throw 1 / 2 / 3 times | Trigger after a valuable group or straight |
| Warlord | Add 25% / 50% / 100% to the turn once | Use on a large turn you are ready to bank |
| Might | Add one die for 1 / 2 / 3 uses | Improve group and hot-dice chances |
| Headstart | Begin with bonus points | Best in short target-score matches |
For consistent KCD2 dice results, Resurrection and Fortune are easier to time than score multipliers. Gold Emperor's Badge is specialized: it triples every 1+1+1 formation, so it belongs with Weighted, Favourable, or Pie dice rather than a random mixed set.
The KCD2 wedding guide covers an early tournament where badge play matters. Read the wager carefully; losing a KCD2 dice badge match may cost the badge as well as Groschen.
How to Start KCD2 Dice Jester's Visit
Official patch 1.5.6 notes added Jester's Visit and say Jimbo sometimes appears outside the Hangman's Halter Tavern in Kuttenberg. If absent, spend time outside Kuttenberg before returning; this is a community-tested workaround, not a guaranteed trigger.
Beat Jimbo in the first-to-1,500 KCD2 dice match to receive Balatro's Die and the Tin Balatro Badge.
Balatro's Die has a Joker face that can complete a needed value in a combination. The badge lets you change the die's result once per game. Save before the encounter if you want a clean retry, because community reports describe inconsistent timing for Jimbo's later appearances.
Where to Play and Find KCD2 Dice
Taverns and inns in Troskowitz, Tachov, Semine, Zhelejov, and Kuttenberg have accessible KCD2 dice tables. KCD2 dice also appear in merchants' stock, gamblers' inventories, chests, nests, camps, and quest rewards.
The KCD2 Marika walkthrough includes a first-to-1,500 tiebreaker if the horse race and fistfight split. If gambling is mainly an income method, compare its risk with the safer routes in the KCD2 money guide.
KCD2 Dice FAQ
Why is the reroll button disabled?
The selected KCD2 dice probably do not form a valid score. Deselect non-scoring pairs and keep a 1, 5, completed group, or straight.
Why did Doppelganger not add points?
In KCD2 dice, use it after selecting the scoring dice from the throw and before banking. Its "last throw" wording makes the timing easy to misunderstand.
Can KCD2 dice make reliable money?
Loaded KCD2 dice and disciplined banking make wins more consistent, but no roll is guaranteed. Keep wagers within Henry's budget and bank when the current turn protects a lead.
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