Games of Chance rules

cptg1481

First Post
Hey all I have new group tomorrow and I need some simple, (please O' please simple). I have dice of course and am not afraid to have physical games like darts, arm wrestling, archery etc. I have a regular deck of cards and an UNO deck.

I have gotten some stuff from the tournaments section of a recent Dragon Mag. If you could post some of yours here that'd be cool.

I have worked up a few but need to concentrate on game preap right now so I'll post mine latter. I just want to have a myriad of options for the guys to choose from. Ideally there would be games for all architypes.

Thanks in advance,
Randy
 

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Here's some games/rules I used when running a tournament IMC:

1. Archery contest. For bows or crossbows. Each participant shoots ten arrows/bolts at a close target (1 range increment). Each arrow is scored as below; highest score wins.
hit AC 9 or below -- Miss target completely
AC 10-14 -- 1 point
AC 15-17 -- 2 points
AC 18-19 -- 3 points
AC 20+ -- 4 points
Ties are resolved by sudden death shoot-off, a DC 20 target placed at one range increment. If hit by both participants, the distance is increased by one range increment until someone misses.

2. Jousting. Using padded lances -- subdual damage only -- participants charge each other. Roll initiative, and roll to hit. A successful hit scores subdual damage, the participant must make a DC (10 + damaged received) Ride check to stay in the saddle. A hit scores 1 point, unhorsing your opponent 3. Three passes for best total score.

3. Melee
a. One-on-one. Weapons are padded. Participants fight, inflicting subdual damage, until one falls unconscious or yields. No spell casting.

b. Team: Teams of four fight with padded weapons -- subdual damage only -- until one side is eliminated or yields. Spell casting allowed, provided it does not inflict real damage.

4. Saber/Sword Gauntlet. The participant rides his horse down a gauntlet that forces him/her to lean off the horse to strike a series of small targets. Before striking each target, the rider makes a DC 15 Ride check; missing the check deducts the amount the check is failed by from the "to-hit" roll. Targets are AC 10, 10, 15, 15, 18, 20 respectively; highest score wins.

5. Wheel of fortune. Participants place bets on the wheel, winning double their ante on a successful roll (rolling a d20 to simulate), losing otherwise.

6. King’s Square (Chess): Opposed INT check with opponent to win/lose and advance in the bracket.

7. Talent competition: Perform check for score ranking; highest result wins. Ties resolved by "encore" opposed Perform checks.
 

I would take a look at the Serpent Amorpha Adventure. It's a free download from Sword and Sorcery Studios based in their Scarred Lands setting. The opening event has some games.

Also you might wanna look at Tournaments, Fairs, and Taverns from N20 Press.
 

Thanks

Olgar Shiverstone, thanks I had the jousting stuff from a recent dragon....I was looking for more like your numbers 5 & 6. Those helped thanks.
 

Sometimes it pays to keep ol' books around. I just whipped out my 1st ed. DM's Guide that has the "Gambling" appendix :). I hope i'm not infringing oin any copyright laws...

Here's what in there:

Craps: the shooter wins on a first roll (2d6) or 7 or 11, or loses on 2, 3 or 12. Otherwise the shooter rolls until the number first rolled is rolled again (a win) or a 7 is rolled (a loss). Shooters bet before rolling, as others may. Side bets may be made thereafter as applicable, if there are takers. Dice pass clocklwise to next player when the shooter loses

Horse: THe 1st roller is determined by whatever means is desired. 5d6 are used, 6 high, 1 low. Lowest to highest hands are: pair, two pairs, three of a kind, straight (1-5 or 2-6), full house (a pair and a triplet), four of a kind, five of a kind. THe first roller may elect to roll once or twice. If only once, all other players may roll only once to beat him or her. If two rolls are made, the roller may retain none, one, two, three or four of the dice of the first toss, rolling the remainder. Winner becomes the "boss" - first roller.

Slot Variant: Use 3d6, one roll only, the wager being made prior to the roll. The table below is weighted in favor of the house:

6-6-1 pays 2:1
6-6-2 pays 3:1
6-6-3 pays 4:1
6-6-4 pays 5:1
6-6-5 pays 6:1
1-1-1 pays 4:1
2-2-2 pays 8:1
3-3-3 pays 10:1
4-4-4 pays 12:1
5-5-5 pays 24:1 (little jackpot)
6-6-6 pays 36:1 (big jackpot)

Those are the games i think you'll find more interesting...

Hope you have fun!

Maitre D
 

Thanks

These are great thanks, I'm gona try and get the old books again on EBay.

I had all the core books, mods and a plethera of mini's from my 8 years of childhood gaming. I kept them until I got married (the first time) and finaly threw them all in a dumpster in a fit of adult house cleaning.....


Oh well, wish I had them back......

Thanks Again
Maitre Du Donjon
 

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