Two people each discreetly roll a number of d4s. The number of dice is decided on at the beginning of the game; lower numbers mean shorter games with more luck, higher numbers mean longer games with less luck (but still quite a bit of luck). 3 is on the low end, 5 is on the high. With all of their rolls behind their hands, one player starts by making a bet. They say a number of rolls that they think are present across both hands, i.e. betting "3 fours" means that you think (or want your opponent to think) that there's a total of 3 fours between both hands. That's the end of their turn. The other person either has to top the bet or call. To top the bet, you have to guess either a higher number on the die with the same number of dice or a higher number of dice. That means a bet of 3 twos can be topped by a bet of 3 threes, 3 fours, or 4 ones, but not by 3 ones or 2 fours. Calling means that you think your opponent is either bluffing or misguided and that their last bet isn't accurate. Once someone calls, both players reveal their hands and count verify the bet. If the bet was wrong, the player who made the bet loses one of their dice, but if the bet was accurate, the player who called loses one of their dice instead. Either way, the round ends and both players roll their remaining dice once again. The game ends when one player has no more dice left, at which point the person with dice remaining takes the whole pot.
The only problem is that I've only ever seen it played with two people. I suppose you might be able to split your group up into pairs.
Trust me, it's a really great fast-paced game of bluffs and (very importantly) dice.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Elevens and Sevens: Each player puts in an ante (let's say 5gp) and then rolls 2 dice. Whoever rolls an 11 or a 7 wins. If two or players roll an 11 or a 7, then they each make a wager of any amount (but all wagers must match the highest wager made) they then roll again. This continues, each time adding to the pot, until only a single player rolls an 11 or a 7 and they take the pot.
You can have the 'house' take a coin or three from the initial pot as a 'house fee' if you need a way to tie it into the tavern making money from it (if for example gambling is illegal in that area, and the tavern owner might need that money to cover bribes, etc.). You can also have a cheating NPC if that serves your scenario by rolling that NPCs dice 'behind the screen' and only rolling 1d6 and then if the players are perceptive telling them that one of this NPC's dice is weighted to always roll a 5, giving him a one in three chance of getting a winning number.
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Looking for some quick fun tavern games for my players
Thinking about even maybe like a tavern with a down stairs gambling ring or something like that
Thanks in advance
Swindlestones!
Two people each discreetly roll a number of d4s. The number of dice is decided on at the beginning of the game; lower numbers mean shorter games with more luck, higher numbers mean longer games with less luck (but still quite a bit of luck). 3 is on the low end, 5 is on the high. With all of their rolls behind their hands, one player starts by making a bet. They say a number of rolls that they think are present across both hands, i.e. betting "3 fours" means that you think (or want your opponent to think) that there's a total of 3 fours between both hands. That's the end of their turn. The other person either has to top the bet or call. To top the bet, you have to guess either a higher number on the die with the same number of dice or a higher number of dice. That means a bet of 3 twos can be topped by a bet of 3 threes, 3 fours, or 4 ones, but not by 3 ones or 2 fours. Calling means that you think your opponent is either bluffing or misguided and that their last bet isn't accurate. Once someone calls, both players reveal their hands and count verify the bet. If the bet was wrong, the player who made the bet loses one of their dice, but if the bet was accurate, the player who called loses one of their dice instead. Either way, the round ends and both players roll their remaining dice once again. The game ends when one player has no more dice left, at which point the person with dice remaining takes the whole pot.
The only problem is that I've only ever seen it played with two people. I suppose you might be able to split your group up into pairs.
Trust me, it's a really great fast-paced game of bluffs and (very importantly) dice.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
There's always "Liar's Dice", made famous by the second Pirates of the Caribbean movie.
Elevens and Sevens: Each player puts in an ante (let's say 5gp) and then rolls 2 dice. Whoever rolls an 11 or a 7 wins. If two or players roll an 11 or a 7, then they each make a wager of any amount (but all wagers must match the highest wager made) they then roll again. This continues, each time adding to the pot, until only a single player rolls an 11 or a 7 and they take the pot.
You can have the 'house' take a coin or three from the initial pot as a 'house fee' if you need a way to tie it into the tavern making money from it (if for example gambling is illegal in that area, and the tavern owner might need that money to cover bribes, etc.). You can also have a cheating NPC if that serves your scenario by rolling that NPCs dice 'behind the screen' and only rolling 1d6 and then if the players are perceptive telling them that one of this NPC's dice is weighted to always roll a 5, giving him a one in three chance of getting a winning number.