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<blockquote data-quote="Water Bob" data-source="post: 6889547" data-attributes="member: 92305"><p style="text-align: center"><strong><span style="font-size: 26px">HOW TO PLAY MUD PUDDLE DURING A GAME SESSION!</span></strong></p><p></p><p></p><p></p><p>1. The two gamblers are usually a PC and the GM playing an NPC. Both gamblers post the ante bet (called the "Post").</p><p></p><p>2. Each character rolls 1d12 and keeps the result secret (thus, starting hands are valued at 1-12). This represents the value of the dealing hand. Both characters can bet, starting with the PC.</p><p></p><p></p><p></p><p>3. At any phase, either character (or both of them) can attempt to read his opponent. This is done by the reader making a Sense Motive check, where the other character opposes the rolls with a Bluff check. The Sense Motive check is made in the open, but the Bluff check is made in secret with a +5 bonus because it's not an easy process to get a read on another gambler. </p><p></p><p>If the Sense Motive check succeeds, then that gamer can ask the other a Yes or No question stated exactly like this, "Is your hand X or less/more?" </p><p></p><p></p><p></p><p>The question must be answered truthfully (Yes or No) if the Sense Motive check is successful. If the Sense Motive check fails. then the opposite gamer can tell the truth or lie in his Yes or No answer.</p><p></p><p>If a Sense Motive check succeeds, then the gamer can make one Read check in each of the next phases, but if a Sense Motive check fails, then the character is not allowed to make another Read task during this hand. </p><p></p><p></p><p></p><p>4. Each character rolls 2d6 out in the open. This represents the two values of the tile drawn by the character. A character can use either die, but not both, to add to his hand. Even numbers are added to the hand. Odd numbers are subtracted from the hand. A hand in the negative numbers is considered as a value of zero. After the dice rolls is made for each character, there is a betting round.</p><p></p><p>5. Another 2d6 is thrown in the open for each character to represent the second draw. Keep this 2d6 throw separate from the previous 2d6 throw made in step 4. A character can make his final hand by adding his secret d12 roll to 1d6 from each pair.</p><p></p><p></p><p></p><p>There is a final betting round.</p><p></p><p>6. The dealer character (the GM) must reveal his secret d12 and declare which of the two d6 he is using to complete his hand. Remember, even numbers on the d6 dice add to the hand while odd numbers are subtracted from the hand. The player character (playing the PC) does not have to reveal his secret d12. He can drown and lose the hand. Or, he can reveal his secret d12 and declare which of the two d6 he is using to complete his hand.</p><p></p><p>7. The character with the highest total wins the hand unless the other character can make his total exactly zero--which is the highest hand in the game.</p><p></p><p>8. In the case of a tie, the money in the pool is left (and considered the Post for the new hand), and a new hand is dealt. Hands are played until a winner takes the hand.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6889547, member: 92305"] [CENTER][B][size=200]HOW TO PLAY MUD PUDDLE DURING A GAME SESSION![/size][/B][/CENTER] 1. The two gamblers are usually a PC and the GM playing an NPC. Both gamblers post the ante bet (called the "Post"). 2. Each character rolls 1d12 and keeps the result secret (thus, starting hands are valued at 1-12). This represents the value of the dealing hand. Both characters can bet, starting with the PC. 3. At any phase, either character (or both of them) can attempt to read his opponent. This is done by the reader making a Sense Motive check, where the other character opposes the rolls with a Bluff check. The Sense Motive check is made in the open, but the Bluff check is made in secret with a +5 bonus because it's not an easy process to get a read on another gambler. If the Sense Motive check succeeds, then that gamer can ask the other a Yes or No question stated exactly like this, "Is your hand X or less/more?" The question must be answered truthfully (Yes or No) if the Sense Motive check is successful. If the Sense Motive check fails. then the opposite gamer can tell the truth or lie in his Yes or No answer. If a Sense Motive check succeeds, then the gamer can make one Read check in each of the next phases, but if a Sense Motive check fails, then the character is not allowed to make another Read task during this hand. 4. Each character rolls 2d6 out in the open. This represents the two values of the tile drawn by the character. A character can use either die, but not both, to add to his hand. Even numbers are added to the hand. Odd numbers are subtracted from the hand. A hand in the negative numbers is considered as a value of zero. After the dice rolls is made for each character, there is a betting round. 5. Another 2d6 is thrown in the open for each character to represent the second draw. Keep this 2d6 throw separate from the previous 2d6 throw made in step 4. A character can make his final hand by adding his secret d12 roll to 1d6 from each pair. There is a final betting round. 6. The dealer character (the GM) must reveal his secret d12 and declare which of the two d6 he is using to complete his hand. Remember, even numbers on the d6 dice add to the hand while odd numbers are subtracted from the hand. The player character (playing the PC) does not have to reveal his secret d12. He can drown and lose the hand. Or, he can reveal his secret d12 and declare which of the two d6 he is using to complete his hand. 7. The character with the highest total wins the hand unless the other character can make his total exactly zero--which is the highest hand in the game. 8. In the case of a tie, the money in the pool is left (and considered the Post for the new hand), and a new hand is dealt. Hands are played until a winner takes the hand. [/QUOTE]
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