Ok let's try a round see what happens. Do not have to post in order, see if we will need to.
Crit Queen's Call:
Round 1:
EarlyBird - check, no bluff
jmucchiello
tglassy
ArchfiendBobbie
JustinCase
Pot Size: 10cp
Going to add check to the actions. As I didn't have anything listed for those who didn't wish to buy a card or ante up.
[sblock=Crit Queen's Call]
Ante in - agreed starting amount which is also minimum buy amount
take three cards from the pile - roll 3d6
-then around the table a player may
-- check: keep your hand for the remainder of the round, may only be done after receiving your first three cards, you can roll a bluff check and anyone rolling an Insight check will gain advantage on their roll (checking is easier to read)
-- buy a card: put in minimum amount to swap a card in hand (reroll on of your dice)
-- up the ante: bet more than minimum and either swap a card or Bluff by not taking a card
-- call: only after someone has upped the ante (must place same amount into pot) character may swap out a card - also known as staying in the game
-- fold: throw your cards back into the pile
--- Queen's call: After everyone else has had a least one turn, you may stop the round by putting the current bet amount into the pot and saying "Queen's Call"
Cheating:
-sleight of hand vs highest passive perception, if successful may slip a card back into the pile and draw new one (i.e. may reroll one die) failure means no reroll, failed by five or more means you got caught
Bluffing:
-Roll Deception with advantage and DM will determine if your hand/bet is good enough to keep the better roll.
-vs Insight - Bluffer secertly sets the DC (pm roll to DM), all those wishing to make a check may, and then will let you know how your character has done. Fail by 5 or more and your character automatically folds.
Best Hands -
Highest Three of a Kind
High Straight
Low Straight
All Evens
All Odds
Two of a Kind
High Card[/sblock]