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Pinwheel - A Gambling Game For PCs
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<blockquote data-quote="Water Bob" data-source="post: 6888538" data-attributes="member: 92305"><p style="text-align: center"><span style="font-size: 26px"><strong>PINWHEEL</strong></span></p> <p style="text-align: center"><strong>Quickie Notes For Playing Pinwheel in a Game</strong></p><p></p><p></p><p></p><p>1. Up to six players can play Pinwheel. Each makes an ante bet at the start of a hand. This bet cannot be raised. It is called a Preface bet. Random roll the first bettor for the hand.</p><p></p><p>2. Each player rolls 1D and keep the result secret. This represents the deal. The value on the die represents the rank of the hand the character was dealt. Higher rolls are better than lower rolls. Each player can pass, make a bet, raise a bet, or fold his hand. A bet is called a Play bet. Folding is called a Kill.</p><p></p><p>3. The GM rolls 1D for each player out in the open. This represents more cards dealt to the player. Other players can use the value of the die to guess at their competitor's hands. An even roll is added to the secret die. An odd roll is subtracted from the secret die. A Play bet is made, where players can pass, make a bet, raise a bet, or kill the hand.</p><p></p><p>4. The GM runs another round exactly as described in #3. This represents the last cards dealt to the player. The open die roll is handled the same way. Players can pass, make a bet, raise a bet, or kill the hand. </p><p></p><p>5. Once the betting is concluded, all players, in order, declare if they will make a Gambling task roll. A successful task roll is likely to help the hand, but can easily hurt the player's hand as well. When rolling the Gambling task, one die in the task is designated as the Gamble Die. This die is added normally to the roll total except when a 1 or 6 is rolled. A 6 is added and rolled again, and the player can keep rolling that die as long as he rolls 6's. A 1 on the Gamble Die indicates that the Gamble Die and the highest die thrown in the task will be removed from the total rolled. </p><p></p><p>The target for the Gamble roll is determined by adding up the three dice (add them normally and do not subtract odd numbered dice): the secret die and the two dice rolled for the player by the GM. If the roll fails, there is no effect on the player's hand. If the roll succeeds, then the GM will roll 1D for the player's hand where evens are added and benefit the hand and odds are subtracted as described earlier. If the Gamble roll is twice the target or higher, then the GM rolls 2D to adjust the rank of the player's hand, adding evens and subtracting odds. If the Gamble roll is thrice the target number or higher, then the GM rolls 3D to adjust the rank of the player's hand.</p><p></p><p>6. Some players will not roll the Gamble roll as success on the roll doesn't mean the dice rolled by the GM will help the player's hand. Odd rolls are subtracted, and some players prefer to play to not risk hurting their hand. </p><p></p><p>7. The winner is the player with the highest hand rank.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6888538, member: 92305"] [center][size=200][b]PINWHEEL[/b][/size] [b]Quickie Notes For Playing Pinwheel in a Game[/b][/center] 1. Up to six players can play Pinwheel. Each makes an ante bet at the start of a hand. This bet cannot be raised. It is called a Preface bet. Random roll the first bettor for the hand. 2. Each player rolls 1D and keep the result secret. This represents the deal. The value on the die represents the rank of the hand the character was dealt. Higher rolls are better than lower rolls. Each player can pass, make a bet, raise a bet, or fold his hand. A bet is called a Play bet. Folding is called a Kill. 3. The GM rolls 1D for each player out in the open. This represents more cards dealt to the player. Other players can use the value of the die to guess at their competitor's hands. An even roll is added to the secret die. An odd roll is subtracted from the secret die. A Play bet is made, where players can pass, make a bet, raise a bet, or kill the hand. 4. The GM runs another round exactly as described in #3. This represents the last cards dealt to the player. The open die roll is handled the same way. Players can pass, make a bet, raise a bet, or kill the hand. 5. Once the betting is concluded, all players, in order, declare if they will make a Gambling task roll. A successful task roll is likely to help the hand, but can easily hurt the player's hand as well. When rolling the Gambling task, one die in the task is designated as the Gamble Die. This die is added normally to the roll total except when a 1 or 6 is rolled. A 6 is added and rolled again, and the player can keep rolling that die as long as he rolls 6's. A 1 on the Gamble Die indicates that the Gamble Die and the highest die thrown in the task will be removed from the total rolled. The target for the Gamble roll is determined by adding up the three dice (add them normally and do not subtract odd numbered dice): the secret die and the two dice rolled for the player by the GM. If the roll fails, there is no effect on the player's hand. If the roll succeeds, then the GM will roll 1D for the player's hand where evens are added and benefit the hand and odds are subtracted as described earlier. If the Gamble roll is twice the target or higher, then the GM rolls 2D to adjust the rank of the player's hand, adding evens and subtracting odds. If the Gamble roll is thrice the target number or higher, then the GM rolls 3D to adjust the rank of the player's hand. 6. Some players will not roll the Gamble roll as success on the roll doesn't mean the dice rolled by the GM will help the player's hand. Odd rolls are subtracted, and some players prefer to play to not risk hurting their hand. 7. The winner is the player with the highest hand rank. [/QUOTE]
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