TYMORA’S FAVOR – DICE GAME
Rules: Ante. Players roll 2d6. If they add to a 7 or 12, the player wins. Gamblers can double the bet to add 1d6.
HIGH CARD – CARD GAME
Rules: Ante. Players roll a d20. Highest number wins pot. Re-roll on ties.
GAMBIT OF ORD – CARD GAME
Rules: Ante. Each card player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal.
Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together. Winner takes the pot. Ties split the pot.
CEE-LO – DICE GAME
Rules: There are any number of players that ante and place their stakes into a pot. Each player then rolls 3 dice all at once and the dice rolls are compared. Who ever has the best combination wins all of the pot. If players tie then they have a shootout with the same rules to determine a winner.
Combinations and rankings:
4-5-6 – The highest possible roll. If you roll 4-5-6, you automatically win
Triples – Rolling three of the same number is known as rolling “trips”. Higher trips beat lower trips, so 4-4-4 is better than 3-3-3
Point – Rolling a pair, and another number, establishes the singleton as a “point”. A higher point beats a lower point, so 2-2-6 is better than 5-5-2
1-2-3 – “1-2-3 straight lose” The lowest possible roll. If you roll 1-2-3, you automatically lose
Re-roll – If the dice don’t show any of the above combinations, then all will roll again until a winner emerges
GREENBOB – CARD GAME
Rules: The object of the game is to get 22 or as close to 22 as possible. Each gambler is playing
against the house. Place bet.
Roll a d12 and a d10. Rolling a 12 and a 10 is a Greenbob and wins, pays 5X original bet
Decide whether to stay, keeping what rolled, or to hit, roll your choice of a d12 or d10
Continue to roll dice till either happy with roll, known as staying or stick, or going over 22, known as busted or bust
House goes last after initial roll. House must take hits if at 15 or less, must hold at 16 or more
All that beat house win double their bet
If you roll 5 times and still are at or under 22, pay triple
May split two identical rolls on first roll, such as two 10’s, and place initial ante on second card. Roll two more die of players choice to add to two identical cards. Play out as normal
FIVE CARD DRAW – CARD GAME
Rules: Ante. Roll 5d12’s. Raise, call or fold. May keep all, four, three or two dice, re-rolling up to three. Raise, call or fold.
Combinations and rankings:
Five of a Kind – 5 12’s the highest possible, the higher combination wins
Straight – 5 consecutive numbers, 12, 11, 10, 9, 8, does not wrap, higher combination wins
Four of a Kind – 4 12’s with an 11 kicker highest, the higher combination wins
Full House – Three of a kind and a pair, 12, 12, 12 and 11, 11, highest three of a kind wins
Dead Man’s Hand – a pair of 12’s and a pair of 8’s
Three of a Kind – 4, 4, 4 and two other cards
Two Pair – The highest pair determines the winner of more than one with 2 pair
One Pair – The highest pair wins
High Card – If none of the above, the high card wins
Tie – If hand is the same, roll 1 die to determine the winner, high die wins
THE SLIDE – DICE GAME
Rules: Roll 7 RPG dice: d20, d12, d10, d10, d8, d6, d4, do not reveal rolls
Place out 7 Antes, Starting with the smallest ante, ending in the highest ante , everyone antes the same such as 1gp, 2gp, 3gp, 4gp, 5gp, 6gp, 7gp, or multiples of said ante, but always from lowest to highest ante
Choose one of your dice for the first ante, all reveal at the same time, highest wins all first slot antes, ties for highest re-roll till winner, rolling dice chosen
Choose one of your dice for the second ante, all reveal at the same time, highest wins all second slot antes, ties for the highest re-roll till winner, using dice chosen
Continue till all seven slot antes have been used
MIDNIGHT – DICE GAME
Rules: Ante. Each gambler takes turns rolling 6d6, keeping one die from each roll to determine their score.
Roll 6d6 keeping one dice
Roll 5d6, keeping one of the rolled dice
Roll 4d6, keeping one of the rolled dice
Roll 3d6, keeping one of the rolled dice
Roll 2d6, keeping one of the rolled dice
Roll the remaining d6
Make a wager, raise or fold
Scoring – In order to score, you must have a 1 and a 4 among your final six dice. If the gambler does, then the total score is calculated by adding the remaining 4 dice together. The highest score possible is 24. Highest score wins. If no one has the required 1 and 4, no one wins and thr pot rolls into the next round, starting with ante again.
ODD OR EVEN – DICE GAME
Rules: Ante. DM rolls 2d6, hiding the results. Each gambler choose whether the two dice rolls totaled are either odd or even. The house pays the ante to those gamblers selecting correctly, the hours collects the incorrect guesses.
Rules: In this game, gambler’s bet on the result of a dice toss by the DM. The more specific a gambler’s bet is, the better it pays out. When the game begins, choose one of the results below to bet on. Then the DM rolls a d100. If the dice lands on your result, it pays out, and you get a number of coins for each coin you bet. For instance, at 3 to 1 odds, you get 3 coins for each coin you bet, in addition to the gambler’s wager. House collects failed wages.
WAGERS AND PAYOUTS
Odd or Even 1 to 1
Low Half (1-50) or High Half (51-100) 1 to 1
Thirds (1-33, 34-66, 67-100) 2 to 1
Fourths (1-25, 26-50, 51-75, 76-00) 3 to 1
Fifths (1-20, 21-40, 41-60, 61-80, 81-100) 4 to 1
Tenths (any range of 10 values) 9 to 1
Split Bet (any two numbers) 50 to 1
Single Bet (any single number) 99 to 1
Once per roll, each gambler may choose to make a sleight of hand attempt, to either add coin to the bet or take coin away. Make a sleight of hand roll, adding bonuses. The DM rolls a perception roll, adding bonuses. As before, if the perception check is lower than the sleight of hand, the changing of the bet is successful. If the perception check is equal to or higher than the sleight of hand, the attempt is spotted, and all bets are off!
RACING KOBOLDS – RACING GAME
Rules: Bet on a Kobold. The DM rolls 1d4 for each Kobold three times, describing the stages of the race at each round of rolls. The Kobold with the highest roll total wins, and those who bet on it double their bet as winnings. Second place bet gets half of their bet back. Kobolds will have dexterity modifiers to extend their movement.
MANIPULATING CARDS AND DICE GAMES BY USING SLEIGHT OF HAND
In card and dice games, gamblers may only make one roll per hand for sleight of hand. Sleight of hand is rolled, and any bonuses added. Then each opponent or the house rolls perception to see if they catch the gambler attempting to use sleight of hand. If the perception roll is lower than the sleight of hand, the sleight of hand is not detected and the gambler may re-roll one die. If the perception is equal to or higher than the sleight of hand, the sleight of hand is detected. What happens after that is anyone’s bet!
USING PERCEPTION AND INSIGHT TO GAIN AND ADVANTAGE
Gamblers may make one perception roll and or one insight roll per hand, revealing score, adding any bonuses. The gambler that is the target of perception or insight makes a deception roll and reveals score adding any bonuses. The target gives no information on ties or winning. If the target is beat by 1-5, the gambler gains a feeling of cautiousness. Beat by 6 or more and the target either feels confident or unsure, based on the strength of the cards or dice. If a gambler is the target of more than one insight or perception by a different gambler, the target may keep the same deception die from the same hand, or roll again, targets choice.