Dear Guests,
A fresh batch of new content has arrived at the Tavern!
This update adds 39 brand-new items and 8 rule and balance changes. The Coachman and Miller routes are now available in the Tavern. There are plenty of new ways to play waiting for you to try. Let’s take a look at what’s new!
5 New Dice
All five Dice are part of the Coachman and Miller routes.
Name | Price | First Available | Effect |
Blackie | 300G | Town Tavern | Heavily favors 2 and 4. Limit one |
Wheel | 50G | Village Tavern | Favors 2, 3, and 4 |
Wheat | 50G | Village Tavern | Favors 2 |
Golden Fingers | 380G | City Tavern | Favors 5 |
Cat | 180G | Town Tavern | Favors 3 and 6 |
11 New Synergies
All 11 belong to the Coachman and Miller routes. Cheating and Passengers are the core mechanics of these routes, with several Synergies built around them.
Name | Effect |
Carriage Ride | Carriage Trade: each time you lock scoring dice, if the number of locked dice matches the number in the Reserve, this score ×(1 + 0.25 × dice in the Reserve) |
Four-Wheeled Carriage | Passengers: Dice in the Reserve can form Synergies and activate them during battle (The Reserve is checked separately) |
Mill | Cheating: When locking scoring dice, you may also lock 1 non-scoring die. It scores no points and doesn't count toward any effects. The 1st cheat this round has a 10% chance of being caught, the 2nd 25%, and the 3rd 45%. Each subsequent cheat increases the chance by 20%. Getting caught counts a Farkle |
Cat on the Beam | Lookout: if only 1 die remains unlocked before Score & Reroll, it counts as Hot Dice instead. Once per round. When Mill is active, the chance of being caught cheating is halved |
Lord's Mill | Monopoly: each time Hot Die is triggered this round, the chance of being caught cheating is reduced by 20% |
Fence the Goods | Backdoor Deal: when banking, if the locked area contains both Golden Fingers Die and Black Hood Die, gain 20G |
Switcheroo | Along for the Ride: when checking whether the number of locked dice matches the number of dice in the Reserve, the cheated die may or may not count |
Cat on Horseback | Hitch a Ride: at the start of each round, each Cat randomly brings 1 die from the Reserve into play. When Carriage Ride is active, the quantity check allows a difference of 1 die |
Three Little Kittens | Three Little Kittens can pop up at any time to shake things up |
Mr. Carter | Royal Cat: After each roll, if you don't Farkle, Mr. Carter paws 1 non-scoring die on the board to 1 |
Golden Palm | Apple of My Eye: when exactly 1 single die other than Golden Fingers Die is locked, this score ×5 |
22 New Badges
These Badges are mainly built around core game systems such as Badge Slots, Gold, and Reputation.
Badge Slot
Name | Price | Effect |
Gilded Belt | 120G | Each time you lock dice for scoring, gain +50 points for each active badge. Can be Forged: +50 → +70 → +100 (Cost: 80/100) |
Luxury Goods | 220G | When banking, gain +5% bank multiplier for each active badge |
Beggar's Bowl | 70G | Each time you lock dice for scoring, gain +15 points for each empty badge slot |
Empty Pocket | 200G | When banking, bank multiplier +25% for each empty badge slot |
Reserve
Name | Price | Effect |
Saddlebag | 100G | Each time you lock dice for scoring, gain +25 points for each die in the Reserve. Can be Forged: +25→+40→+70 (Cost: 80/100) |
Fully Loaded | 280G | When banking, if all Reserve die slots are filled, bank multiplier ×1.3 |
Empty-Handed | 100G | Each time you lock dice for scoring, gain +25 points for each empty Reserve die slot. Can be Mastered: +25 → +35 → +50 (after winning, progress is based on the number of empty slots, with thresholds of 15/40) |
Light Pack | 150G | When banking, if your Reserve holds no dice, bank multiplier ×1.2 |
Gold
Name | Price | Effect |
Piggy Bank | 200G | Battle victory grants 15% interest on the gold held at the start of battle |
Indenture | 100G | Each battle has 2 fewer rounds (does not affect the Quick Clear Bonus); Gold gained in Battle ×2 |
Upstart | 120G | Each time you lock dice for scoring, gain 5 points for every 100 gold held |
Spendthrift | 180G | After purchase, gain +10 points each time you lock scoring dice for every 100 gold spent in the Shop. Resets when sold |
Reputation
Name | Price | Effect |
Noble Hat | 120G | Reputation gained from defeating opponents ×2 |
Scepter | 160G | Each time you lock to score, gain +1% score for each point of Reputation |
Lord's Ring | 220G | When banking, +5% bank multiplier for every 5 Reputation |
Rounds
Name | Price | Effect |
Vanguard | 100G | Each Score & Reroll grants an extra +15 points for each round left in this battle |
All or Nothing | 160G | If this is the final round and this scoring lock contains a combination, this score ×2 |
Hourglass | 220G | Each battle has 1 extra round (does not affect the Quick Clear Bonus) |
Quick Draw | 180G | A Quick Clear grants 1 extra free shop refresh in this tavern for every 2 rounds remaining |
Locking / Shop
Name | Price | Effect |
One for Later | 140G | During a Score & Reroll, if 4 or more dice remain unlocked after locking, this score ×1.5 |
Lone Warrior | 150G | When only 1 die remains on the dice board, lock it for +500 points |
Exchange Voucher | 180G | +2 free shop refreshes in every tavern |
1 New Cheating Tool
Category | Name | Price | Effect |
Cheating Tools | Small Dice Cup | 100G | Reroll 1 unlocked die of your choice. All other dice remain unchanged (1 use per battle) |
8 Changes
1. Quick Clear Bonus Rules
Round changes caused by item effects no longer count toward Quick Clear Bonus. Added rounds do not count, while reduced rounds are restored to their original amount for Quick Clear calculations. This affects Hourglass, Indenture, Hourglass Shard, Traveler's Skill, Old King's Skill, and Gambler's Skill.
System and event effects, such as +1 round from Reputation Tier 5, the Roadside Merchant's round penalty, and the Curfew Decree, are unaffected and will still count toward Quick Clear calculations.
2. Starting Character Dice Can No Longer Be Sold
The Knight's starting Knight Die and the Old King's starting Heaven Die can no longer be sold.
3. Scrap Dealer Intercept Effect Adjusted
When locking 2/4 during a Score & Reroll, in addition to resetting the bank multiplier, the Reroll will now only calculate base points and coating bonus points. All other bonus effects, including bonus points, multipliers, gold, and Hot Dice rewards, will not trigger. Previously, this effect was described as:
“Skip Combo / Hot Dice / Gilded and multiplier-based Synergies.”
4. Three Opponent Debuffs Adjusted
The previous ''Ones Sealed'' and ''Fives Sealed'' mechanics have been removed from the Tavern following these changes. We hope the new mechanics will make for a better gameplay experience.
Opponent | Before | Now |
Duke's Aide | Ones Sealed | Imperial Threshold (Bank cannot be below 10,000) |
Royal Guard | Fives Sealed | Dice Seizure (At the start of each round, the die in the last slot is seized and returned after a Hot Dice. Dice slots can be adjusted in the Dice Bag) |
Shadow Dealer | Imperial Threshold | Raise the Stakes (Each bank must be at least as high as the previous round's bank. If not, your bank is reduced to 0. Resets after a Farkle or a bank of 0) |
5. Extra Difficulty-Based Combat Rewards Removed
Some opponents previously granted additional combat rewards based on their special Debuffs. As these mechanics continue to evolve, we have reevaluated the relationship between overall difficulty and rewards. This update removes these additional rewards across the board:
Fortune Teller −90G, Young Noble−130G, Quartermaster −150G, Duke's Aide −150G, Royal Guard −190G. Base rewards remain unchanged.
6. Gilded Sticker Adjustment
Several items with independent multipliers and gold-gain effects have been added. For balance, the Gilded effect has been adjusted: Bank multiplier +10% →+5%, Gold 10 →5.
7. Victory Seal Added to the Synergy Codex
After winning a battle with a Synergy, a seal will appear in the top-right corner of its card, making it easier to track your Synergy victory progress.
8. Other Balance Changes
Magnet Board’s first appearance in the Tavern: Town → Village; Quartermaster battle rounds: 12 → 10 rounds
🎲 New Routes, New ways to play, A New Round of High-Stakes Gambling
There’s new business to be done at the Tavern.
What will you choose this time?
Welcome back, and come try out the new builds!🍻