Here's some rules for a fantasy-themed dice game I just thought up. Feedback is welcome.
Adventuring:
A dice game. The objective is to earn money. You do this by rolling 4 six-sided 'Hero' dice (each of which must be distinguishable from the others... typically they are different colors): a Cleric, a Fighter, a Rogue, and a Wizard. The house rolls another six-sided die called a Demon. To earn a lot of money, you wish to roll your Heroes on the same number; which is NOT the same number as the Demon. You earn an amount of gp equal to the number each Hero rolls. If two heroes match, you get double the amount show amount. If three match, you get triple the amount shown. If all heros match, you get five times the amount shown! However, if a Hero die matches the Demon die, the Hero dies... and you lose an amount equal to five times what you would have just made with that hero! If multiple heroes match the Demon, then you lose 5 times the amount that they would have made! You may not roll a dead hero unless you opt to raise him; this costs 5 Gp times the amount shown on his die... and you can only do this when your balance is positive. If you roll while your balance is negative, you instantly lose a number of points equal to 10% of your current negative score, rounded up to the nearest cp. You may leave the table (gaining or paying your current balance) at any time that all your heroes are alive... and you MUST do so when all of your heroes are dead (of course, that does not prevent you from playing again...). Fortunately, each Hero die has a special power.
Cleric: Healing: If the Cleric's roll is equal to the roll of a dead Hero, he may instantly raise that hero for only twice the amount shown, as opposed to five times that amount. He can even do this while the balance is negative!
Fighter: Courage: Fighters put forth a heroic effort in combat; when they die, you only lose an amount equal to four times what you would win (this also applies when other party members die with the fighter!)
Rogue: Stealth: Rogues do better on their own then most; they earn one extra gold when their roll does not match any other Hero.
Wizard: Magic: A Wizard's magic doubles the amount you gain when his roll matches that of another Hero, a doubling which STACKS with normal increases! However, if he dies, you lose twice as much as normal, too!
Adventuring:
A dice game. The objective is to earn money. You do this by rolling 4 six-sided 'Hero' dice (each of which must be distinguishable from the others... typically they are different colors): a Cleric, a Fighter, a Rogue, and a Wizard. The house rolls another six-sided die called a Demon. To earn a lot of money, you wish to roll your Heroes on the same number; which is NOT the same number as the Demon. You earn an amount of gp equal to the number each Hero rolls. If two heroes match, you get double the amount show amount. If three match, you get triple the amount shown. If all heros match, you get five times the amount shown! However, if a Hero die matches the Demon die, the Hero dies... and you lose an amount equal to five times what you would have just made with that hero! If multiple heroes match the Demon, then you lose 5 times the amount that they would have made! You may not roll a dead hero unless you opt to raise him; this costs 5 Gp times the amount shown on his die... and you can only do this when your balance is positive. If you roll while your balance is negative, you instantly lose a number of points equal to 10% of your current negative score, rounded up to the nearest cp. You may leave the table (gaining or paying your current balance) at any time that all your heroes are alive... and you MUST do so when all of your heroes are dead (of course, that does not prevent you from playing again...). Fortunately, each Hero die has a special power.
Cleric: Healing: If the Cleric's roll is equal to the roll of a dead Hero, he may instantly raise that hero for only twice the amount shown, as opposed to five times that amount. He can even do this while the balance is negative!
Fighter: Courage: Fighters put forth a heroic effort in combat; when they die, you only lose an amount equal to four times what you would win (this also applies when other party members die with the fighter!)
Rogue: Stealth: Rogues do better on their own then most; they earn one extra gold when their roll does not match any other Hero.
Wizard: Magic: A Wizard's magic doubles the amount you gain when his roll matches that of another Hero, a doubling which STACKS with normal increases! However, if he dies, you lose twice as much as normal, too!