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Popular Dice Games

Started by Vincent07, Dec 13, 2013, 05:24 PM

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Vincent07

Special thanks to Lakhena for originally posting this on the old CD forums:

Dice game are becoming quite a popular form of entertainment in Arabel, with stakes ranging from coin to questionable acts that elicit laughter from all those involved.  Daniel has seen more than his fair share of patrons spending the entire evening and sometimes well into the next day rolling bones.  As drinks are downed almost as quickly as dice are rolled, no one's been complaining.

The following is a collection of dice games seen in the local taverns.

High Rolls

The simplest and fastest game to play with any number of players, High Rolls can use any number of dice and any type of dice.  Participants simply roll and see who has more pips on their dice.  Some play "Best of Three" while others throw only once.  

Fifteen

Another simple and popular game for large groups is the game of Fifteen.  Using four six-sided dice, participants will take turns rolling dice until the number of pips equals fifteen.  Turns generally move with the person to the left of the last roller going next.  The game immediately ends on the first roll of fifteen.

Ship, Captain, and Crew

Another popular game, brought over from across the Moonsea by sailors, is the game of Ship, Captain, and Crew.  This game consists of three rolls by each player, representing the morning, afternoon, and evening.  At each roll, the player is trying to get, as the name implies, a ship, captain, and crew for the ship.

The first rolls are for the ship and captain.  A six represents the ship, and a five represents the captain.  If at any time, a player recruits a ship and/or captain, a die is removed from the next toss (if there are any left).  A crew cannot be gathered without a captain or ship.

Five six-sided dice are rolled in the beginning toss.  Three die are counted for the crew.

Example Games:

Roll 1 (5 dice):  6 2 4 3 1   = a ship, no captain, and no crew
Roll 2 (4 dice):  2 2 5 4     = ship (from Round 1), captain, crew of 8
Roll 3 (3 dice):  4 6 2       = ship, captain, a crew of 12

Roll 1 (5 dice): 1 1 6 5 5 = ship, captain, crew of 7
Roll 2 (3 dice): 1 2 5 = ship, captain, crew of 8
Roll 2 (3 dice): 2 2 3 = ship, captain, crew of 8 (using the best roll above)

The object of the game is to get the best ship, captain, and largest crew possible.


Triples

This game is growing in popularity in Arabel among small groups of gamblers.  Each player rolls three dice, three times.  The best roll is used of the three tosses.  A roll of 1-2-3 is an automatic win, ending the game automatically.  A roll of 4-5-6 is an automatic loss, ending the game for that player.  The object is to get an automatic win or to roll the highest triple in the round.  Rounds continue until triples are rolled or an automatic win.


// Credit to these games goes elsewhere.  I didn't make them up, I'm just compiling them for everyone's benefit.  Yes, I know there are variations on Ship, Captain, and Crew.  *spank*


And to Ariel T:



Farked

If you are betting, at the beginning of the round, everyone places bets as per any gambling game.

On your turn, you can either roll a fresh 6 dice or roll the remainder of your opponents.  If you choose to start fresh, you start at zero and add on to your score for that round based on the result of the dice.

There are five ways to score points:
    [*]Ones are 100 points each.
    [*]Fives are 50 points each.
    [*]Three of kind is the number times 100 points. (3,3,3 would get your 300 points)
    [*]Three Ones on one roll is 1,000 pts.
    [*]A straight (1-2-3-4-5-6) on ONE ROLL is worth 1,500 pts.


After each toss, you can either top and bank the points you have so far, or try to throw non-scoring dice (the "remainder") to get more points.  Note that as long as you still have at least one scoring dice out, you can not claim the score from some of your dice and add them to the remainder. (i.e. if you rolled 5,5,6,3,3,2 you could toss the 6,3,3,2 dice again and add the result to the 100 already banked or the 5,6,3,3,2 dice again and add the result to the 50 already banked.)

If you ever have a toss without any points being made (i.e. you throw the 6,3,3,2 above and get 4,4,2,2) you are "farked" or "busted" and you do not get any points for the round.

At the beginning of the next person's turn, they can choose to roll a fresh six dice or roll the remainder from the last person's final toss.  If they score any points at all, they get to keep all the points from the last person round plus whatever points they roll. The last person then loses all the points they got from their round.  The stealer can then roll any remainders again if they wish as per normal round.  If they fail to score any points, they get nothing for their round and it moves on to the next person who must roll six fresh dice.

The game continues until someone scores 10,000 or more points.



More games welcome!
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel