Dice is a fun little distraction in Kingdom Come Deliverance 2 that lets players unwind after a long day of exploration. But that is not all it is – a lot of NPCs throughout the game will challenge you to a game of Dice in exchange of opening up new possibilities. In this article, we will guide you through the entire mechanics of Dice and some tips that are sure to work.
Dice In Kingdom Come Deliverance 2
You need to reach the goal of 1500 before your opponent to win at a game of Dice. Note that the 1500 amount is the base, and can vary depending upon what was agreed with the NPC you are playing. The mini-game can be classified as luck-based, which it is, to a certain extent. However, making educated moves and playing smart increases your chances of being lucky. There are several ways to do so and things to remember, so let us dive into it.
How Does The Dice Mini-Game Work In Kingdom Come: Deliverance 2
You roll six dice in the beginning. Then, you can select any dice that nets you a basic score. Even though they are added to your scoreboard, this score won’t count until you end the current turn. You can also lose the “unsecured” points if you don’t roll any scoring dice. The below image shows all the dice and combinations that count toward scores:

The most important thing to remember is that if your roll doesn’t consist of a one or a five, it is considered a “Bust”. A bust instantly loses you or the opponent the current round, while erasing any unsecured points. It can even happen in your first roll, if you are having a bad day. The only exception to this rule is if you roll three-of-a-kind (or more) of any other number than one or five, you can set them aside to the unsecured section and continue playing.
Basic Tips To Play Dice In Kingdom Come: Deliverance 2
First and foremost, pray to the RNG gods. I cannot express how frustrating it is to get a Bust on your first roll. Also, remember that three-of-a-kind only count when they are rolled manually. This means if you have a ‘one’ die in the unsecured section, and then roll two more ‘ones’, it won’t count as 1000, but rather 300 points.

Take higher risks the further behind you are; you don’t have much left to lose at that point. It is almost never optimal to play ‘safe’ in this mini-game, especially if you are only rolling one ‘fives’ or two ‘ones’ per roll. Making risky plays is punishing, but it can swiftly win you the round as well. However, if you are very inclined to play safe, do so after you reach around 1000-1100 unsecured points.
Don’t always put your ‘ones’ and ‘fives’ in the unsecured section. For example, if you roll a two ‘one’, one ‘three’, one ‘five’, and two ‘six’, try putting only a single ‘one’ aside, and re-rolling your remaining dice again. If you roll a straight sequence by any chance, you immediately have 850 points in just two turns. On top of it, since you didn’t bust, you can still keep going to score more!

You must also know not to get too greedy. Knowing when to pass to keep the advantage you have is what separates a good dice player from a great one. Did you roll a three-of-a-kind ‘one’ in your first turn? Good. Keep that immediate 1000 point advantage, and let your opponent have their turn. Chances are they either end up with a bust or don’t get much high of a score.
Additional Dice Mechanics

There are several dice for you to collect throughout the world of Kingdom Come Deliverance II, that act in a different manner. The Devil’s Head for example, will add to whatever combination you have rolled. If you roll four ‘two’ and have the Devil’s Head, you will get the bonus and net 800 points instead of 400.

Additionally, there are items called badges that change the manner of the game. These have different tiers, namely: Tin, Silver, and Gold. As you might have guessed, gold ones give the best perks out of all of them. You can only always use these badges if your opponent does as well, and of the same tier.
Lastly, have a few savior schnapps handy, especially when you are playing for new routes/gameplay options.