For a high-scoring opening, use a Weighted Die with as many Pie Dice as you have. For safer rerolls, use a Weighted Die with Favourable Dice. There is no universally best set: the right choice depends on whether you want to chase points, keep more scoring options available, or pursue straights.
Which dice should you use?
KCD2.org’s loaded-dice table, checked against the INARA KCD2 dice database on September 2, 2026, gives face weights rather than player win rates. These percentages describe the chance of rolling each face on that die; they do not predict your chance of winning a match.
| Die | Reported face weights | Best use |
|---|---|---|
| Weighted Die | 1: 66.7%; each other face: 6.7% (KCD2.org, table checked September 2, 2026) | A 1-focused anchor. Its strong chance of a 1 supports single-1 scoring and groups of three or more, but the low odds for other faces offer little flexibility for straights. |
| Pie Die | 1: 46.2%; 3 and 4: 23.1% each; 2: 7.7%; 5 and 6: 0% (KCD2.org, table checked September 2, 2026) | An aggressive choice for opening groups and points. It cannot score a single 5 and cannot roll 5 or 6, so it restricts straight possibilities. |
| Favourable Die | 1 and 5: 33.3% each; 6: 22.2%; 3 and 4: 5.6% each; 2: 0% (KCD2.org, table checked September 2, 2026) | A flexible filler: both 1 and 5 score on their own, which can leave more useful options when rerolling. |
| Odd Die | 1, 3, and 5: 26.7% each; 2, 4, and 6: 6.7% each (KCD2.org, table checked September 2, 2026) | Can support odd-number groups and produce scoring 1s or 5s. |
| Heavenly Kingdom Die | 1: 36.8%; 6: 21.1%; each other face: 10.5% (KCD2.org, table checked September 2, 2026) | A 1-favoring alternative that keeps a useful chance of rolling 6. |
| Saint Antiochus’ Die | 3: 40%; 1 and 6: 20% each; 2, 4, and 5: 6.7% each (KCD2.org, table checked September 2, 2026) | A 3-focused option, not a guaranteed winning die. |
For a higher opening score
Use one Weighted Die plus as many Pie Dice as you have. This is KCD2.org’s practical recommendation for a strong first throw, not a mathematically proven optimum for every hand or match. Pie Dice can help produce valuable 1s, 3s, and 4s, but their missing 5 and 6 faces make them a poor fit for straight-focused play.
For safer rerolls
Pair one Weighted Die with Favourable Dice. The Weighted Die is the 1-focused anchor; Favourable Dice add a one-in-three chance of either scoring single, 1 or 5, according to the guide’s table. If your collection is incomplete, Odd or Heavenly Kingdom Dice can fill gaps while retaining some useful scoring chances.
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For a 1-focused badge setup
A set built around 1s pairs naturally with the Gold Emperor’s Badge: KCD2.org says it triples each 1+1+1 formation. The badge’s value depends on your available equipment and the dice you can field.
For straights
Avoid loading up on dice that cannot roll 5 or 6. Pie Dice and Favourable Dice cannot produce a 6, and Pie Dice cannot produce either 5 or 6. A more balanced set—or ordinary dice—preserves more possible straight combinations.
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How scoring and busting affect the choice
In the Farkle-style game, each turn starts with six dice. After a throw, you must set aside at least one scoring die or combination before deciding whether to bank or roll the remaining dice. If a throw produces no scoring result, you bust and lose the points accumulated during that turn. Banking secures those accumulated points. When all six dice score, you may roll all six again, but the turn’s points remain at risk.
| Scoring result | Points |
|---|---|
| One 1 | 100 |
| One 5 | 50 |
| Three 1s | 1,000 |
| Three 2s, 3s, 4s, 5s, or 6s | 200, 300, 400, 500, or 600, respectively |
| Four, five, or six of a kind | Twice, four times, or eight times the score for three of a kind, respectively |
| Straight from 1–5, 2–6, or 1–6 | 500, 750, or 1,500, respectively |
These scoring values and turn rules are reported by secondary KCD2 guides; they are not presented here as results of an independent in-game test. The rules explain why the best die depends on your goal: Weighted Dice favor 1-based scoring, while dice that retain more face variety can help with other groups and straights.
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When should you bank points?
Bank when the turn’s points are enough to reach the match target, when you have only one or two ordinary dice left and would rather protect your total, or when your lead is already safe. On a weak opening, KCD2.org’s guide suggests keeping a scoring 1 and rerolling the other five; if there is no 1, keep a lone 5.
The same guide offers roughly 350 unbanked points with three ordinary dice as a conservative reference, not a universal threshold. A remaining pool biased toward 1s and 5s may justify continuing, while a trailing player whose opponent could win on the next turn may need to accept more risk. Loaded dice and careful banking improve your options, but neither guarantees a win.
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Can badges or Jimbo change your best loadout?
Badges can reroll, change, multiply, or otherwise boost results, so their effects can shift which dice are useful. KCD2.org lists these badge effects:
- Resurrection: rerolls a failed throw.
- Fortune: rerolls selected dice.
- Transmutation: changes one die to a specified value.
- Doppelganger: doubles the last throw.
- Warlord: increases the turn total.
- Might: adds a die.
- Headstart: grants bonus starting points.
The guide says several badges have Tin, Silver, and Gold tiers that change their uses or strength. It describes Resurrection and Fortune as easier to time for consistency, while Gold Emperor’s Badge specifically complements three 1s. Check the wager and badge stakes before starting a match.
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Balatro’s Die from Jimbo
Official patch 1.5.6 notes confirm the Jester’s Visit addition. GamesRadar’s report of its playthrough says Jimbo sometimes appears outside the Hangman’s Halter Tavern in Kuttenberg; the encounter awards Balatro’s Die, whose joker face can count as a chosen needed value, and the Tin Balatro Badge, which can change that die’s result once per game. The encounter details are from GamesRadar’s reported playthrough, not the official patch notes.
Where to find dice and places to play
Gamer Guides reports that dice tables appear in taverns and lodgings across settlements. Guides list dice among possible finds from merchants, gamblers, chests, bird nests, camps, quest rewards, and the Lucky Find perk. KCD Dice Game specifically reports Pie Dice at Innkeeper Weighman in the Black Horse Tavern in Kuttenberg and also lists Lucky Find as a way to obtain one. These are guide-reported locations and sources; routes may change with game updates.
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