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Dice Tavern — September 30 Version 0.9.5 Update

Dice Tavern: Farkle Roguelike · Community Announcements · September 28, 2026

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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!🍻

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