Games of Chance for my campaign

freya

First Post
I have been writing my own campaign, and I'm thinking of having a "game room" in the back of a seedy bar. Does anyone have any idea's as to what kinds of games to offer my players? They've already been exposed to the Deck of Many Things, but I was thinking maybe a roulette type game, some sort of card game and also maybe a dice game.

Anyone have any ideas? Thanks in advance.
 

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freya said:
I have been writing my own campaign, and I'm thinking of having a "game room" in the back of a seedy bar. Does anyone have any idea's as to what kinds of games to offer my players? They've already been exposed to the Deck of Many Things, but I was thinking maybe a roulette type game, some sort of card game and also maybe a dice game.

Anyone have any ideas? Thanks in advance.

The 1e DMG had a bunch of random games, both card and dice for such seedy establishments.

Perhaps betting on pit fights between small vermin and halflings? depends on how seedy a bar I'd guess.
 

Glückhaus


Need 2 d6s, a deck of cards (or a board made for the game) and three or more players.

Place the cards down on the table as follows:
Code:
.....12

9...10...11

6.....7.....8

....5....3

.......2

At the start of the game, everyone puts a coin on 7 (in D&D, one GP, SP, or CP depending on the wealth of the players).

On a player's turn, he rolls 2d6. If a anything but a 2, 4, 7, or 12 is rolled, the player checks the card for a coin. If there is a coin there, the player takes it. If there is no coin, the player puts one down on that number.

If a seven is rolled, the player puts always puts a coin on the 7, he never takes a coin on a 7 (thus, it's the worse number you can roll).

If a two is rolled, and there is a coin on the 2, then you take all the coins except those on 7. If there is no coin on 2, put a coin there.

If the player rolls 12, the player takes all coins (the only way to get the coins on 7. Depending on how long it's been since soeone rolled a 12, this can get you a lot of money).

If a 4 is rolled, the player does nothing and looses his turn.

After the player rolls, the dice are passed to the left.
 
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