Games & Enterainment

GAMBLING

Loaded dice, marked cards and other illegal methods can dramatically increase the odds of winning, but there is a chance of being detected as well. If found out as a cheat, the character forfeits all money brought to the table including the money he started with. In areas where the clerics of Risk are a working force in the populace, cheating is punishable by the pillory and or public flogging, plus dungeon imprisonment and or mutilation. In other areas, most cheating is never brought to the law’s attention. Instead, the wronged party takes it upon themselves to “pay back” the cheater for his offense.

DICE GAMES

Barrier:

This game was originally named after Kolokar’s Barrier, due to the ease of illegal shipments passing through the barrier. Though the barrier itself has long since fallen into disrepair, the

name of the game remains.

To play, the character must roll 3d6 – two of one color and one of a different color. The character must roll a number in between the pair’s rolls with the off-colored die. Failing to do so, or equaling a number is a loss. If the two dice with the same color equal each other, the loss is automatic.

Chariots:

This game is a commoner’s version of a chariot racing game, using a chessboard. Up to four characters place their tokens on alternate rows. The object is to move the token to the end of the

board, sideways one, and then back on the adjacent file to the first row.

To play, a roll of 1d6 determines the number of spaces each character’s “chariot” moves. Wagers are to be made prior to commencement of game or for each through of the die.

Emperor’s Luck:

This Kalamaran game is popular among the middle classes.

To play, you may use any means to determine who goes first. Once that is decided, 5d6 are used, 6 is high, 1 is low. Lowest to highest hands are: pair, two pair, three of a kind, straight (1-5 then 2-6), full house (triplet and pair), four of a kind, five of a kind. The first roller may elect to roll once or twice. If only once, all other characters may roll only once to beat him. 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 first roller or “emperor.”

Old Lucky’s:

Originally known as “Old Lucky’s Favorite,” this game is one of the favored pastimes of the clerics of Risk.

To play, the shooter wins on a first rolls 2d6 of 7 or 11, or loses on 2, 3 or 12. Otherwise, the shooter rolls until the number first rolled is rolled a second time – a win – or a 7 is rolled – a loss. Shooters bet before rolling, as observers may. Side bets may be made thereafter as applicable, if there are takers. Dice pass clockwise to next character when the shooter loses.

Three Kings:

This is a dice game named after “Three Kings Bank,” a staging point along the Izhoven River for expeditions into the Vohven Jungle. The name is said to symbolize the upcoming danger of the roll, and is rumored to be the spot where a stranded group of travelers first created the game.

To play, use 3d6, one roll only, the wager being made prior to the roll. The thrower must roll three of a kind to win, with the “ones” pip counted as a “wild” number. For example, a winning roll would be 2, 2, 2 or 2, 2, 1 or 2, 1, 1. A roll of three “ones” doubles the winnings.

CARD GAMES

Dwarven Downs:

Dwarven downs is a mountain dwarf card game and slowly spreading throughout the Kalamaran Empire.

To play, each character gets two cards face down. Prior to dealing, some stake is placed in the pot. After looking at the cards, each character turns one up and the character with the highest card bets. Each character has the option of changing his up or down card for a fresh one from the deck. This takes place three times going around the table, with a betting interval after each round. A 2 card is low, an ace is high.

The object is to have the highest hand (a pair on down) to a 2-3 (lowest possible hand, followed by 2-4, 3-4, 2-5, 3- 5, 4-5, 2-6, 3-6, 4-6, 5-6, 2-7, and so forth). High and low hands split the pot equally, odd money to the high hand.

Twenty-One:

This card game is popular in the gambling houses of Brandobia, and uses a 52-card playing deck, each character betting against the “house” dealer. As elven decks add a fourth court card the page, or squire, they cannot be used in this game. It is said that the high elves have a similar game, but this has so far not been proven.

To play, in this game, two cards are dealt to each character and the dealer. Characters, in turn, elect to take additional cards up to a total of five. Hands totaling over 21 automatically lose; hands of five cards under 21 automatically win double their wager, except for the dealer.

The object is to come as close to 21 as possible. Ties go to the “house.” Aces count either 1 or 11 at the holding character’s option, face cards count as 10, and numbered cards are as marked. Characters get the first two cards down; all others are dealt face up. The dealer gets his second card face up. The dealer must take a hit (additional card) on any total under 17, and cannot take a card on any total of 17 or better. The dealer gets cards last and bets are made after the first two cards are dealt around. If a character has a natural pair he may elect to “go double,” flipping them up, asking for two additional face down cards, one for each face up card, and betting on each hand. The “house” always retains the deal.

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