:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: : Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code : :RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to : : 1000's of text files : music, Fiction, :InterNet : (810) after : : No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 : :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: Here are some dice games that I've adapted from real dice games I found in various books. I'm always interested in collecting new games so if you happen to think some up I would be glad to see them. Reid --------------------------------------------------------------------- GUIDE TO DICE GAMES FOR ADVANCED DUNGEONS & DRAGONS BY REID BLUEBAUGH BUCK DICE CREATORS: Elves OPERATOR: Nil DICE TYPE: 3d6 Any number can play. Each player throws the dice to determine the order of play; the player making the highest score goes first, next highest second, and so on. The low man then throws one die and the number thrown becomes the point number. The high man begins throwing all three dice, and scores one point for each point number thrown. He continues to throw as long as he throws point numbers, which are added as he goes along. When he fails to throw a point number on any throw, the dice pass to the next player. The object is to score exactly 15 points, called buck; each player as he reaches this score, drops out of the game until only one player remains who becomes the loser and foots the bill. If a player reaches a total above 15, the throw does not count and he must throw again. Any three numbers (not point numbers) thrown is a little buck and counts 5 points. When the point numbers appear on all three dice, it's a big buck, which counts 15 points and eliminates the player no matter what score he has previously made. LIAR CREATORS: Humans OPERATOR: Nil DICE TYPE: 5d6 Any number can play. Five dice are used with a dice cup. Each player throws five dice and the player throwing the highest poker hand (ace is high, and 6, 5, 4, 3, 2 represent king, queen, jack, ten, nine, respectively) takes any seat and is the first shooter; the player throwing the second highest hand sits at his left and shoots second; and so on. At the beginning of play, each player places before himself three betting units. The first shooter shakes the dice, turns the cup upside down, and lifts it, shielding the dice from view with his hand. He then announces the value of his hand but need not state the truth. The player on his left must either accept the statement or call him a liar. If the first shooter's statement is doubted and if he has at least as good a hand as he called, the doubter puts one betting unit into the pot. If the shooter has lied about his hand, he must pay one unit to the doubter and put one unit into the pot. It then becomes the doubter's turn to throw, and he plays against the player on his left; and so on, around the table. If the shooter's statement is accepted as true by the player at his left, it becomes the latter's turn to throw. He may use all the dice originally thrown or leave as many of them as he cares to and throw the others. As the first shooter did, he covers the dice he throws and must then announce that the five dice have a value that beats the hand which the first shooter announced and which was accepted. The first shooter then either accepts or doubts this statement, and this process continues until one of the two players has doubted a hand which the other player has actually thrown or bettered. The doubter then puts one of his units into the pot. When a player has placed all three of his betting units into the pot, he drops out of the game and the other players continue until only one player is left who still retains one or more of his original three units. This player is declared the winner and takes the pot. The player on the left of the first shooter begins the next game. MARINER CREATORS: Sailors OPERATORS: Nil DICE TYPE: 5d6 There are times when there is nothing to do on a ship, so a nice dice game helps make the waves go by. Any number can play and five dice are thrown from a cup are used. Each player throws a single die to determine the order of play, highest man going first, second highest second, and so on. Tying players throw again. The deal rotates to the left. Each player in turn is allowed three throws and first tries to get a 6, 5, and 4 in that order; the 6 represents the ship, the 5 is the captain, and the 4 is the mate. If a 6 and 5 appear on the first throw the player puts those dice aside and rolls the remaining three dice trying to get a 4. If a 6 and 4 appear on the first roll, the 4 cannot be used until a 5 has been made and the player sets aside the 6 only and throws four dice on his next throw. When the player has succeeded in getting a 6, 5, and 4 in that order, the points on the remaining two dice constitute his score, called the crew. If he has not used all of his three throws he may, if he likes, use any remaining throws of the two dice in an attempt to make them show a higher total. The player who has made ship, captain, and mate and whose two remaining dice show the highest score is the winner and takes the pot into which each player has contributed equal stakes, /if the two high players tie, it is considered a tie for everyone and another round is thrown. The player to the left of the first shooter in the first round becomes the first shooter in the second round. ONE-HUNDRED CREATORS: Dwarves OPERATOR: Nil DICE TYPE: 1d10 The dwarves created this game after creating the ten sided die. Once upon a time, a dwarf made a die by carefully carving numbers into a gem he had. The idea caught on by dwarves everywhere. Unfortunately, no dice games existed for a ten-sided die, so they made one. In the original game, ten dwarfs played for the 1000 gold pieces (100 gold pieces per player). Of course times change. Any number can play now and the players can be of any race. Each player puts a stake (the amount decided unanimously among the players) in the center forming a pool and each player throws the die to determine order of play, low man going first, next highest next, and so on. The players throw the die in turn and continue to throw, adding each number thrown to the previous one and calling out the totals. The object is to reach 100 or approach it as closely as possible without passing it. Players passing 100 are busted. The player who comes closest to 100 wins. Ties divide the pool. Most players throw again at 94 or less, stop at 95 or more. ROTATION CREATORS: Humans OPERATOR: NIL DICE TYPE: 2d8 This dice game originated from the humans who like a simple drinking game. After all, once a player puts down a couple of drinks, the rules tend to get complicated. Any number can play, two dice are used, and any player may go first. On the first round each player throws once and tries to make 2. If successful, he scores 2 points, if not he scores nothing. On the second round each player shoots for a 3 which, if made, scores 3 points. All of the fifteen number combinations possible with the two dice (2,3,4,5,6,7,8,9,10, 11,12,13,14,15,16) are played for in this manner, beginning with the lowest. The player having the highest total score after all numbers have been shot for is declared. Usually the loser must by the other competitors a drink. UNDER AND OVER SEVEN CREATORS: Unknown OPERATOR: Thieves DICE TYPE: 2d6 This is an old-time game that is still going strong. It gets a steady play because it is simple and easy to learn. Also, it is so deceptive in appearance that the average player can't understand why the operator of the game doesn't go broke. The game is popular with the operators because they know that their chance of losing is nil, that it is one of the biggest sucker games ever, and that the percentage for the house, although the player can't see it, is as strong as they come. The game is usually operated by hustlers, that is thieves that prefer to take peoples money in a more moral fashion. After all, the players of the game are willing to gamble their money. The only items needed for play are two die, a dice cup, and a small layout. The layout is simply three squares in a row with the following written in them respectively: UNDER 7, SEVEN, OVER 7. The design sometimes simply being drawn on a rock with chalk or scratched in the ground. The player puts his money on any one of the three spaces and throws the dice. If he bets on UNDER 7 and throws any of the numbers under seven, the bank pays him off at even money. The same is true of the OVER 7 space. If he puts his money on the SEVEN space, he is paid off at 5 for 1. No matter where they place they're money, the bank's advantage is 16 2/3 percent.