GAME:
Host makes a PL and starts everyone out with $100.
Players make bets in PMs.
The minimum bet is $10, the maximum is $30, and all players must bet.
The host will play the game with each player in PMs.
The host sets a timer around 5 minutes in chat. Players have 5 minutes to play Yacht in PMs.
Host can end the timer early if everyone finishes playing.
The host PMs the player !roll 5d6 in PMs.
The player chooses which of the 5 dice they would like to keep.
The host then rolls the other dice again.
The player again chooses which dice out of the rerolled dice to keep.
The remaining dice after that are rerolled once more.
e.g. a player keeps 2 dice from the first roll, so for the second roll the remaining 3 dice are rerolled using !roll 3d6.
WIN/LOSE:
Players collect their winnings or lose their bets based on the Dice Combination Table below.
DICE COMBINATION TABLE:
ATTACKING:
After a Yacht round, the host asks players for attacks.
Attacks are done HG style with the roll strength = cash in hand.
On a successful attack, the loser is eliminated.
On a failed attack, AI. Attacker loses half the money they had before the attack, rounded up.
When there are only 2 players left, play another round of Yacht, then turn AI off for the Finals.
If a player runs out of money, they are eliminated.
If a player has insufficient funds (less than $10) for their first bet in the Yacht Round. They are kicked out of the casino and eliminated.
Note: The game goes as: Yacht -> Attacks -> Yacht -> Attacks … until only 1 player is left
Modifications
Short: Each player only gets one roll, and they get whatever payout matches it.
Curses and Blessings: Every player gets 2 -1 and 2 +1 dice boosters that they can use at any time to change one dice to the number directly lower than or directly higher than it. The dice boosters can stack. (by LJB14)
Theme by LS's Ghost