KCD 2 Farkle Calculator | Dice Odds & Risk Optimizer

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Kingdom Come: Deliverance 2 Farkle Calculator

Calculate your exact Bust Risk, simulate the Expected Value of your next roll, and know exactly when to push your luck in the taverns of Bohemia.

Tavern Table State

6
Fewer dice exponentially increases the chance of busting.
0
Number of dice heavily biased toward 1s, 5s, or triples.
0
The points you will lose if you roll and bust.

Risk vs Reward Analytics

Bust Probability
0%
Expected Score Gain
+0
Tactical Recommendation
ROLL DICE
Risk Cost: 0 pts
Bust Risk Meter
0% CHANCE TO BUST

Mastering Farkle in KCD 2

Farkle is the premier tavern game in Kingdom Come: Deliverance 2. While it seems like a game of pure luck, winning consistently requires a strict adherence to probability math and the concept of "Expected Value" (EV).

The Core Dilemma: Push Your Luck

Every time you set aside scoring dice (1s, 5s, or triples), you must decide whether to pass the turn and bank your score, or roll the remaining dice. The golden rule of Farkle is understanding the Risk Cost.

The Decision Formula:
Risk Cost = (Bust Probability) × (Current Unbanked Score)
If your Expected Score Gain is greater than your Risk Cost, you should mathematically Roll. If the Risk Cost is higher, you should Hold.

For example, if you have 300 points at risk, and you only have 2 standard dice left, your Bust Probability is roughly 44%. Your Risk Cost is 132 points. However, the average expected score of rolling 2 dice is only ~50 points. Because you risk losing 132 theoretical points to gain 50, rolling is a massive mathematical mistake. Hold!

The Power of Loaded Dice

Standard dice have a 33.3% chance of scoring individually (rolling a 1 or 5). KCD 2 features numerous loaded dice (like Lu, Ci, Fer, or Heavenly dice) that heavily skew these odds. A good loaded die might have a 50% or 60% chance to score. Replacing just two standard dice with loaded dice drastically flattens your Bust Risk curve, allowing you to aggressively roll 2 or even 1 die with a much higher safety margin.

When should I roll 1 die?

Almost never, unless you are using a highly specific loaded die (like an Odd Die or Lucky Playing Die) AND you have very few points currently at risk. A standard die has a 66% chance to bust your entire turn.

What happens if I score with all 6 dice?

If you manage to set aside all 6 dice over the course of your turn, you are granted a free refresh. You keep all your accumulated points and get to roll all 6 dice again. If you have 1 die left and a low score, it is sometimes worth risking the 66% bust chance specifically to trigger this board refresh.

 

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