Ideas: Gamblers, Gambling, and Money-Changing Games

I may have to bring my dice, like any good Rom. Rarely do I get the downtime to actually paly games during an event, the long event may work better. The usual game of choice is a variant of Liar's Dice.

Play is simple. All you need is a dice cup with a lid (or a tray) and five dice. The players select one person to start the first round, then each consecutive round is started by the next person in the group. New players are added to the dealer's left if they come in between rounds.

To start a round, every player antes the same amount, usually a single coin of whatever sort the game has agreed on. I like to play for copper so that noone goes away feeling too badly used, but silver and gold are easy enough. Once the bids are in the pot, the dealer shakes the cup and flips it onto the tray or lid, then looks at the dice himself, concealing them from the rest of the players. Based on what is showing, he makes his first bid, then passes to the right.

Bidding rules are simple as well. A bid is a declaration of a number of faces showing on the dice. For example, if the rolled dice were showing:
Code:
5 3 3 2 6
A truthful bid might be 'One two.' Each consecutive bid, as the dice pass around the table, must be higher than the last. One can either bid more of the current face bid, or any number of any higher face. So following the bid of 'one two', both 'two twos' or 'one three' would be legal bids, but 'one one' would not.

Once the bid is made, the player looks to the rest of the table. The other players, given his bid, now have the option to call him a liar, and challenge his bid. The next person up may challenge a bid for free, however any other player at the table may choose to challenge provided they are willing to double the pot if they are wrong. If challenged, the cup is removed and the dice read. If the bid was honest, the pot goes to the bidder. If the bidder was lying, the pot goes to whoever called him out. Assuming noone calls, the bidder passes the tray, with the cup still covering the dice, to the right. The next player then looks at the dice and either makes his own bit based on the dice or rerolls any number of the dice before bidding. This proceeds around the table until someone is called out, the pot is distributed, and a new round begins with ante.

If a higher stakes game is wished, the pot may be fed by requiring each player to ante every time it is their turn, thus ensuring that the stakes will grow as the bidding gets more risky. It is customary, but not necessary, to begin with a relatively low bid, and to let the cup make at least one lap of the table before calling, unless someone has bid outrageously.

I'll bring my cup and dice to the national event, hopefully someone will be up to take a poor, honest man up on a bit of fun. :)
 
If you play Ashbury, let me know: We have an entire gambling system, with a roulette wheel and felt tables with places for cards for blackjack and large dice and everything! It just takes someone willing to run the stuff.
 
Wow! Thanks for all the fantastic responses! :)

I will definitely be trying these out and seeing which ones work out best. :D

Keep the ideas coming if you have more!
 
As my character played and got addicted to the afore mentioned style of dragon poker at nationals, I plan on introducing it to SoMN =P so ya
 
Fearless Leader said:
If you play Ashbury, let me know: We have an entire gambling system, with a roulette wheel and felt tables with places for cards for blackjack and large dice and everything! It just takes someone willing to run the stuff.

Maybe you should have asked IG, I'm sure there is a group that would gladly run it for you :D
 
5 man roll up

A simple, game played with five dice each.
every one antis in to the pot one coin or a set a mount in this case i might say 2 silvers each, you need anywhere from 2 players to 5+ past 5 things get confusing
the house or the host in this case doesn't play they simply manage the rounds for the players then take a cut of the coin

object of the game to get all the sets done 1st
i am going to use a 3 man game as my example...
player(s) 1, 2, 3 all put 2 silvers in the pot to start the game, the house removes one 1 silver for the cost of the game the pot is now 5 silvers

round oen object is to get all five dice to read all 1s fist...
round one everyone rolls there dice each player removes all there 1s and sets them off to the side, and puts the remaining dice in there cup, roll 2 note every one rolls at same time... any more 1s are set a side till each player in turn gets all 1s, once a player has goten all there dice to read as ones, thay can show them to the host of the game the house... and place all 5 dice back in there cup and on the next roll that player is now looking to get all 2s. a player can not set a side 2s till thay have gotten all 1s and shown them to the house. all players must roll at the same time in order to insher fareness of number of rolled rounds. the 1st player to roll all 1s then all 2s then all 3s then all 4s then all 5s then all 6s wins....

in games with 2 or 3 players the house takes 1/2 anti
so a game where the anti is 4 silvers each with 2 players the house takes 2 silvers and the pot is 6 silvers...

in games with 4+ players the house takes one anti
so a game with 5 players each playing at 1 gold the house takes one gold the pot is 4 gold...easy math.

as u can see the pay out for the game gos up with the a mount risked and the more players in a game. so it is favorable to players to play games with lots of players and bet large amounts... and in the end the house takes more coin per game from this logic.

advanced rules and variations

for games with 5+ players

3s to win!
this can be called as an active rue before a game starts , if this rule is active if some one gets all there 1s, 2s, and all their 3s before any one elis playing gets all there 1s they will automatically win the game and take the pot.

Ties
rair events a tie a neck to neck dice game ends in 2 players rolling there last ^s to have all ^s at the same time, the pot can be split or the players can do a roll off... the object of a roll off is to roll there 5 dice and add the #s up from this one roll and the highest # declares the winner and takes the pot.
 
five rolls high!
each player needs 5 dice and you need at least one person good with math...

each player puts a coin in the pot say one silver as this is a fast game
each player gets five rolls, they don't need to take there rolls at the same time however they can not roll more then 5 times

you can remove any dice rolled however you can not re roll any removed dice.
the removed dice are set a side face value up. till the 5th roll is over or all dice are removed.
then each players dice vaues are added up the player with the highest dice value wins.

so wile 6s are worth the most
a player with a handful of 5s and 4s can beet some one who was hoping for all 6s and only got 1 or 2 of them 6 along with a mix of low value #s on there last roll...

this is a game of luck and a willingness to play the odds or not.

this game can be played with more dice more rounds less dice and less rounds however a game of five and five seems to not be to short to long or unfair
 
six six six a game of 3 dice

each player gets 3 dice the house or host of the game is in charge of the pot
each player will need a pile of coppers or silvers this is a game of lots of small count amounts not one big anti up.
this games perfectible to be played with 5 players...

every one puts 1 coin in the pot to start, in this case lets say one copper.
then every one rolls there 3 dice

how to win the game roll all 6s in a turn or be the last player not out....
how to loss the game and get kicked out roll all 1s in a turn

every time you draw you throw another coin in the pot. so lets say on round one with 5 players evry one rolls a mix od #s so every one throws another copper in the pot and its now round 2.

this continues till every players is out but the last one or till some one rolls a win ing roll of six six six, games can be won on the 1st round or in really rare cases go one for an hour. an have huge pots!!! i saw a game for 5sents last an hour+ and the pot ended up being almost 20$s its vary ligal to use the house to make change in the pot such as asking for a silvers worth of coppers out of the pot for copper games and giving a silver to be put in the pot as the value exchanged.

i suggest games where the coin per round is low only because you don't know if the game will take 3 rounds or 30, and if u run out of coin your out....

the houses job is to regulate the rolled rounds so all players roll at the same time and monitor the pot as it will be growing and fast. there jobs all so there to help players exchange coin to make change in the pot with out any one player thinking the player braking a coin is cheating... or anything bad like that.

you can think of this game as pinny slots you can bet 1sent at a time but in the end you are going to be out a couple of gold or make some =)




the house takes a 10% cut of the coin from the final pot so if the final pot =s 1 gold they get 1 silver... easy math or so you think
 
Tens till 30
a card or dice game

With Cards you play with a deck of cards where the face cards have been removed
this game can be played with 2 players and the house up to 5+ players past 5 players and it gets a little hard to keep going with out using 2 decks worth of cards in a game

each player throws a coin in the pot such as 1 gold

each player is dealt 4 cards as a hand, and they may use any or all of them to create a grouping witch values 10 and set it a side face up in front of them, they may also keep there cards in there hand and wait for the next round.

the next round the house deals out 2 cards to each players hand, the players may use the cards in there hands to create grouping that value 10 only, sets that value 10 may be placed face up in front of the player... the 1st player to gather and place on the table face up 3 sets valuing 10 each wins.

each round after the 2ed round each player gets one card a round, and a chance to put sets down till a winner is found.
once a card is placed down as a part of there sets they can not pick it back up to reconfigure what cards they want in what sets, sets do not have to be made up of any number of cards, you could have 3 aces and a 7 as one set, you can also have a 10 as a set...

this means if in round one you are lucky enough to get your initial 4 cards to = 30 such as 2 tens and 2 fives or something like that, you can win on round one.

this also means a game where lots of low cards have been dealt can go on for 7+ rounds with a dramatic slap down of cards wining the game at the end when the math finally adds up.

if a tie happens each player is dealt one card from the deck face up highest card declares winner and the pot.

the house takes a 1/2 anti cut so the house takes 5 silvers on a 2, or 3 man game where the bets a gold each
how ever the house may take a full anti cut on games with 4 or more players this promotes games with more players witch are more fun for the players and more time effective for the house, so a game where the anites a gold each and has 4 players the house takes one gold

With Dice you play vary differently but its the same concept.
each player gets 6 dice...

each player throws a coin in the pot such as 1 gold before the game starts.

the object is to get all 6 dice to = 30 or 3 sets of #s adding up to 10 setting a side each set of #s =ing 10 as they are rolled using no more then 2 dice per set.

the 1st player to get his 6 dice in 3 sets of 2 dice each set =ing 10 per set wins, if a tie happens where as 2 players rill there 3ed set at the same time the players will do a roll off by sweeping up all 6 dive and rolling them all adding them up and the highest value declares the winner and the pot

house cut is the same weather with cards or dice
 
dice game called "Spell tree"

each player needs 6 dice
if you are a caster in alliance you already know the rules... for the most part

3+ players is recommended

object of the game to build your tree 1st!
before the game each player throws a coin in to the pot such as say one silver each, you don't need a house/host to play this game

a wining tree is

111
22
3

or
11
22
33

or
1
2
3
4
5
6

you can set a side as many dice as you want per round you can not re roll a dice ones its been set a side.
how ever note you can not set a side a 6 if going for a 6 up tree if you do not already have 1-5 set a side, you can roll and get ?#s in a line and pull them all out as long as its sported from lvl 1 up

a 6 up tree beets a tree with 2, 3ed lvl spells witch beets a tree with only 1 3ed lvl spell... even if its got 3 1st lvl spells...

in cases where ties happen where the same tree in achieved in the same round the pot is split or the players can do a roll off where each player rolls one dice and the highest # wins...

every one rolls at the same time in round so every one gets the same number of chances to get there tree built up 1st.
 
All you need is 2 six sided dice and, optionally, a cup.

I forgot what it's called. It's sortof like Roulette. Players bet against the house. Viable bets are "High" (Dice roll above 7), "Low" (below 7), or on a specific number (excluding 7). If a 7 is rolled the house wins against anyone that bet "High" or "Low" but anyone that bet on a specific number gets their bet tabled to the next roll. Bets on specific numbers will have different payouts due to their probability of occurrence using 2 six sided dice. 6's and 8's pay the amount of the bet. 5's and 9's pay 1.5xbet. 4's and 10's pay 2xbet. 3's and 11's pay 3xbet. 2's and 12's pay 4xbet.

Ex:
Mary bets 3 copper on High
Tim bets a gold on 4
Josh bets a silver on Low
The dice come up 7 meaning both Mary and Josh lose their bets and Tim's bet is tabled to the next roll.
This time ...
Mary bets 5 copper on High
Tim is still betting a gold on 4
Josh bets 2 silver on 9
The dice come up 9 meaning Mary wins herself 5 copper, Tim loses his bet, and Josh wins his bet which pays out 3 silver instead of 2.

This is just a basic structure. Some people use optional rules where something happens when you roll doubles but i forgot what it was.
 
Maxondaerth said:
Nerves of Steel poker, or hobling hold'em as we used to call it (made up by my hobling way back in the day). It's basically five card stud, but here's the twist. You deal two cards to each player, both face up, then place one card in the middle of the table face down. There is a round of betting, everyone gets another card face up, more betting. Fourth card around face up, more betting. Fifth card around face up, final round of betting. No, you're not crazy, everyone's entire hand is visible to all players, you all know what everyone else has. Here's the kicker: after all the bets are placed, the card in the middle of the table is flipped face up. That card is now Wild. So you may have had three queens to my pair of twos with an ace kicker, but now twos are wild and I have three aces. Now, I may not have had the *ahem* guts to stay in and find out that the twos were wild, or it could be the wild card doesn't impact the hands in any way shape or form. Question is, did you have the nerves of steel to stick it out till the end knowing that unless that one card was the exact one you needed to make your hand a winner?

Yes, it's every bit as mind blowingly stupid as it sounds. Enjoy!

Can I steal this for my hobling? I will be sure to give Solomon proper credit in a roundabout way. :)
 
Played this at Ohio October and I remember how much I love this game: Three Dragon Ante.
Hard to find an original deck (2005 release with only a few runs, dig through your LFGSs!) but they recently made an expansion for it. Make the buy-in a multiple of 50 (for a small game we did 5 silver, we plan on starting 5 gold games next time around), give chips and place the buy-ins in a secure location, and set some type of game-ending scenario so you don't spend too long on one game. Convenient enders include: when the gambling CoP ends, cash out when first person goes broke, until study time, etc.
Smaller games tend to last longer and promote chip-stealing cards while larger games are a medium length and promote hand-management cards.
 
always a fan of :
Liars Dice
Texas Holdem (if the 'casino' doesn't want to put up it's own money)
21
 
I've actually just been looking into the same kind of thing (turtles obviously have brilliant poker faces). I looked up a few actual medieval card games and I found one that I rather like with two variants. I completely forget what it's called because I didn't bookmark the page, but here's the rules:

Set-Up
I usually prefer playing with three players and the House as it seems to work best for my test rounds, but you can play with more or fewer players. You may need to tweak the setup and gameplay for other numbers of players, but I'll give you the numbers for two and three players. For two players you need one deck and you give each player thirteen cards and you keep the rest for the House. For three players you need one deck and you give each player ten card, keeping the rest for the House.

Process
Players bet on their cards. They put whatever money they wish on any or all individuals cards in their hand. (This make sense, just keep reading.) The House takes the top card of the remaining deck and shows the players. And players that bet on this card's value turns over their bet to the House. The House then takes the top two cards of the remaining deck and shows the players. The first is a loss and players that bet on that card's value lose their bet. The second is a win and players that bet on that card's value get their bet from the House. However, they can also choose to leave their bet on the table. Then if they win on that card again, they get two times their original bet. Should they wish to keep it there again, they receive four times their original bet, etc etc. If the two cards are the same the bet is void and the players that bet on the value simply retrieve their bets. You keep doing this until the House's deck is reduced to a single card. This card is a loss similarly to the first card. Any bets that are still on the table are void and the players retrieve their bets.

----

The complex version retains the same concept as the previous game except that the betting is per-round. This results in a lot more strategy being involved and longer time playing but it will suit those looking for a more subtle card game that is not so chance-oriented.

Process
The House plays the first loss before any bets are made. Then each player makes a single bet on a card. The House reveals the loss and win and all bets are dealt with accordingly. Then the players place another card as bet and so on. Same rules on matching wins and losses. Each player can choose to back out during a betting phase, however, all his or her bets are void at that time. The round continues until the House has one card left. This card is a loss. Any remaining bets are void as usual.

----

I haven't play-tested the complex version as much, so I'm not sure on the profitability, but the simple version definitely profits the House though players won't necessarily know that, especially people who normally gamble. :b
 
From a game store prespective:
Zombie Dice
Quarriors
Pieces of Eight
Nuts!
Poo!
Red Dragon Inn
Three Dragon Ante
Devil's Dice
Letters of Marque
Aye Dark Overlord

There are a ton more if people want more themed games.
 
mythic said:
From a game store prespective:
Zombie Dice
Quarriors
Pieces of Eight
Nuts!
Poo!
Red Dragon Inn
Three Dragon Ante
Devil's Dice
Letters of Marque
Aye Dark Overlord

There are a ton more if people want more themed games.
just saying the name dus not tell us how to play please i would love to know how u play any of the ones on your list
 
Back
Top