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Author Topic: Prancing Nymph Table Games - Guide  (Read 602 times)


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Prancing Nymph Table Games - Guide
« on: October 03, 2008, 01:55:31 PM »

Dirty One Eye Rules

Street Rules:

Players start by rolling an eight-sided die (the game’s core die) to see who goes first.  The highest roll starts the game, and the turns go clockwise.  The person starting the game must make an ante, or bet for a game to begin (Rolling to see who goes first can be skipped if a player announces an ante, where he/she starts the game).  There are three rounds to this game.  The objective of the game is to reach ‘16’ without passing it.  If you pass 16, you ‘bust’.  If you roll a ‘1’, you lose (In traditional Dirty One Eye, the one who rolls a one is verbally and/or physically abused by the surrounding players.)

During a player’s second roll, he/she must call out whether he/she will HIT (roll for the third round) or STAND (not roll during the third round).  This call CANNOT be reversed, once it is called.  Winner takes all.

Note:  Incremental rules state that the ‘starter’ of the game has the right to ‘up’ the bet during each round.  Players who cannot match the increment must either forfeit their money to the pot or bet personal belongings to match the value of the increment.

Players:  2+

Formal Rules (Tournaments):

Same as Street Rules, with a few changes:
-No Traditional Beat-Down Rule if someone rolls a 1.
-No Incremental Rule Option.

Dice Poker

Street Rules:

Players roll five six-sided dice.  The objective is to get the best combination possible, and after the initial roll, players are given the opportunity to re-roll any of their five rolls again to attempt a better combination.  Whatever combination they end up with after their re-rolls is their final combination.

Players: 2+

Combinations (from weakest to best):

Pair (two out of the five dice showing the same number)
Two Pair
Three of a kind (Three out of five dice showing the same number)
Full House (A pair and a three of a kind)
Straight (Either the dice showing 1-5 or 2-6)
Four of a kind
Five of a kind

Formal Rules (House):
The objective of a House game is for players to compete against the house, instead of each other.  Players who win against the dealer receive their winnings and players who lose against the dealer forfeit their bets.



This game is played on a board with a wheel containing the numbers 1 through 100 (where 100 is called “00”, or house-win).  The object of the game is for players to bet against the house on where the marble (which will be dropped while the wheel is spun) will land.  There are different options to make with different payouts.

Players: 1+ (House excluded)

Options (Name & Payout listed):

Odd # - Standard Even Payout
Even # - Standard Even Payout
Thirds (1-33, 34-66, 67-99) - Standard Even Payout
Tens (1-10, 11-20, 81-90, 91-99) - 4x

Singles have their own rule-set.  Players can bet a maximum of THREE singles per game, but as players add singles, the payout lessens.

3 singles - 10x
2 singles - 20x
1 single - 30x

With the exception of the single-call rules, players can make as my calls as they wish.



In Hazard, the game begins with a basic mechanic and then further mechanics.  The game is played players vs. house, using two dice.  A player is an elected shooter who plays per game and everyone else (including that player) makes bets on that player’s rolls.  Here is a layout of how the game functions:

A bet must be made on either Win or Don’t Win by all spectators and the shooter.

Conditions for Win:  If the shooter rolls a 7 or 11, the game ends and everyone who bet on “Win” receives even payout from the House.  If the dice lands on 2, 3, or 12, it’s considered a loss for “Win” betters, and the house collects.  The game ends.

Conditions for Don’t Win:  If the shooter rolls a 2 or 3, the game ends and everyone who bet on “Don’t Win” receives even payout from the House.  If the dice lands on 7 or 11, it’s considered a loss for “Don’t Win” betters, and the house collects.  The game ends.  NOTE:  12 is considered a Draw/Push between betters and the House if “Don’t Win” is selected.


If, on the roll, the other numbers (4, 5, 6, 8, 9, 10) are rolled, the game enters what is called “Point Match”, where the rules and game mechanics altar to offer more fun opportunities to make money.

If one of these numbers (Called Point Numbers) is rolled for the first roll, that number becomes the new “Win”.  7, previously the “Win”, becomes the “Don’t Win”.  From that point on, every roll after the first is re-rolled until either the new “Win” number is rolled, or 7 (Don’t Win).

Because, based on the amount of possible rolls, the game could extend to a long period of re-rolls, extra betting options become available to the shooter and spectators.  During a Point Match, all betters have the freedom to add in bets on any of the Point Numbers (4, 5, 6, 8, 9, 10).  The maximum bet is lower (depending on the Casino’s Min/Max conditions) than the Win / Don’t Win bet, but profit options increase.  The option to also bet on 7 is included in this, as a sort of ‘insurance’ for players who chose “Win” to come out of a bet without losing money.  Bare in mind, however, that each bet is distributed or collected every re-roll.

The final bet option during Point Match is called “Double Bets”.  Players have the option of choosing a “Double” set (meaning rolling two 1s, 2s, 3s, 4s, 5s, & 6s) per re-roll during Point Match.  If the dice rolls that bet, the better will win FOUR times their bet!

Players:  1+ (House Excluded)

Special terms for certain rolls (not counting double):

Three:  Blood Trail or Caltrops
Five:  Ezra's Chosen
Nine:  Shadowrift Nine
Seven:  Dead Man's Bet
Eleven:  Twin Stakes

Special terms for doubles:  In Hazard, there are names for the Double Bets:

Two ones:  Snake Eyes
Two twos:  Dagger Nicks
Two threes:  Cat Ears
Two fours:  Vardo Crates
Two fives:  Hard Ezra
Two sixes:  Midnight