Kingdom Come: Deliverance

Kingdom Come: Deliverance

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dice game make no sense
How do you even bust on First throw?
Why do you bust when put a side three 3's, do a throw and got one more 3 and its bust?
Makes no sense what so ever.
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Showing 1-8 of 8 comments
On your first throw, you need to roll either a 1, a 5, or three of a kind to be able to score any points. Once you have chosen your dice to set aside to score points, you either pass over to your opponent, or keep rolling with the die you set aside being fixed.
With what you described, you did not bust with three 3's at first, then decided to keep rolling. Whatever you roll next is looked at by itself, you cannot add additional 3's to the three 3's you set aside previously.

It's mostly a matter of risk management - you either gamble and hope to find a 1, 5 or three of a kind (at least) with the die you have left, or play it safe, score your points, and pass to your opponent.
what do you mean cant add 3's to the 3 set a side? That's how you try to get 4 or more of one. As i had 3 3' and got the 4th i now had 4 of a kind and would press pass to stop. Bust on that do not make sense.

And where do it say it MUST be a 1 and / or a 5 on the fist throw?
The rules are stated in-game when pressing T. I do not have the game open rn, but thankfully Farkle is a real game:

https://en.wikipedia.org/wiki/Farkle

See the standard scoring section.

You cannot add additional 3's to the 3's you have already collected; the only way to get four of a kind or higher is if you were to get them with a single dice roll.

"Each scoring combination must be achieved in a single throw.[5] For example, if a player has already set aside two individual Dice value 1´s and then throws a third with the four dice remaining, they do not have a triplet of Dice value 1´s for a score of 1000 but merely three individual Dice value 1´s for a score of 300."

EDIT: To add, the above example only allows adding the one 1 from the second dice throw since you can score it "by itself". In your example, you can score the three 3's, but the singular 3 you got in your second throw cannot be scored by itself; only if you had all 3's with your three remaining dice, or I THINK if you had a small straight. IIRC I scored a straight before when playing the game ingame, only did so twice though so far haha
Last edited by superfid2006; Mar 8 @ 11:49am
Yep, as superfid already stated, the rules are clear.

1s and 5s score points, as does any combination of 3 or more of the same dice.

If you have none of the above in the throw, you're busted.

The dice you've already set aside to score a point no longer counts and are not re-inserted in the game until you pass your turn or manage to remove all six dice whilst scoring points.
Originally posted by joridiculous:
How do you even bust on First throw?
On the first throw? You can get yourself 2*6 + 2*4 + 2*3 - for example and it's a bust, since there are no possible combination out there; 1 & 5 are the only ones which can be used on their own to take away and make a riskier throw with less cubes. Therefore it's a good strategy to take away only 1 cube if there are no plausible combinations in hopes to get a better luck with the next throw.

1 + 2 + 3 + 4 + 5 + 6 is my favorite, I think I had it 2 times only and I played dice enough.

Actually it's in the game, you can't miss tutorial help message unless you specifically disable them.
Randy Mar 8 @ 12:32pm 
Every roll must score until you pass. Dice that have scored are separate from the roll. Any 1s, any 5s, 3 or more, and straights of 5 or 6 will score. Score with all dice and you're back to rolling six. That's all there is to it
LoveIsHere Mar 8 @ 1:26pm 
Nice reading comprehension
i can totally get that the game seems confusing, luckily my family and I would play this on the regular. It's called Farkle, honestly, I would just look up or youtube some instructions on how to play the game. Though KCD's version works a little differently than how most people play. IRL, you aren't on the board until you score 1500 points, and points usually cap at 10,000. I'm sure for brevity they changed it.

You have 6d6, you want to focus on overall points and combos. 1 pip is worth 100, 5 pips are worth 50. 3 of a kind are however many pips are on the dice, the points stack if you have 4-6 of a kind. Getting a straight is also something to look at, so 1-6, 1-5, 2-6 and so on. Keep in mind that the rolls are "random", so I would bet very little until you are comfortable with how the game works. I would be wary of risks. If you are down to two dice from the initial roll, unless you need to make a big score, don't put yourself in a situation to bust.
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Date Posted: Mar 8 @ 11:09am
Posts: 8