Author Topic: A Gambler's Handbook: A Collection of Games in the Core  (Read 3694 times)

TheGrinningHound

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A Gambler's Handbook: A Collection of Games in the Core
« on: July 10, 2016, 12:59:50 AM »




The Better the Gambler, the Worse the Man


Herein lies a collection of all methods of debauchery and game. The author of this chronicle bears no responsibility nor credit for the money, women, drink, clothing, and honor lost and won by the games made and listed here.

Table of Contents:
 - Borcan Double/ Poison
 - Pig
 - Over-Under Seven
 - Cho-Han
 - Anchor's Three
 - Snake Eyes
 - Boxing: A How-To Guide on Betting
 - Port-a-Lucine Boxing Regulations
 - Torret
 - Darts: Killers
« Last Edit: July 10, 2016, 01:31:10 PM by TheGrinningHound »

TheGrinningHound

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #1 on: July 10, 2016, 01:01:34 AM »
BORCAN DOUBLE/ POISON

Required Materials:
 - Two Dice, 6-sided

Rules:
 - At the start of play, all players wager a set amount of money (ex. 1,000), treated then like poker chips.
 - As a hand begins, all players roll one die. The lowest roller puts a set portion (agreed upon before the game begins) of the initial amount into the pot  (ex. 200)-- he is declared the target. The highest roller then leads the hand, and play continues to his left.
 - The lead roller then rolls two dice, and can choose to re-roll up to a total of three attempts. The lead roller sets the maximum number of re-rolls for each player for that hand (Up to three) based on how many re-rolls he performs. A player does not have to re-roll, but cannot go back to a former result.

Scoring:
 - The best roll is a successive 2-1, called a Poison.
 - Doubles, called Daggers, are the next best rolls (1-1, 2-2, 3-3, etc-- in that order)
 - All other rolls, called Wits, are combined to create a number. For example, a 4-5 turns into 45. A 6-1 turns into 61.
 - Poison trumps Daggers, Daggers trump Wits. The lower the dagger or wit roll, the sharper it is considered. A 1-1 dagger bests a 4-4 dagger. A 45 beats a 61. A 5-5 dagger trumps a 24 Wit.
 - When any player rolls a Poison, the target for that round must double his stakes if he is able. (Example: Poison is rolled, the target's 200 gold pot turns to a 400. If another poison is rolled in that same round, he must make the pot total 800. If another poison, by chance, occurs, he then would have to make 1600. Since he only has 1,000, he goes all in.)
 - If two or more players roll Poison in the same round, they perform another hand against one another to settle the tie.
 - If the target player wins the round, he simply keeps his own money and a new hand begins.

The game concludes when all players but one have no remaining coin for a hand. Winner takes all.

« Last Edit: July 10, 2016, 03:34:19 AM by TheGrinningHound »

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #2 on: July 10, 2016, 01:16:46 AM »
Pig

Required Materials:
 - One six-sided die

Pig "Race" Variant:

Rules:
 - At the start of play, all players wager a set amount of money (ex. 1,000).
 - Players begin by rolling one die each, with the highest roller going first.
 - A player rolls a single die as many times as he likes and accumulates the score of each roll, until he chooses to hold or rolls a 1. If a player rolls a 1, he loses all points earned in that round, and passes the die. If he chooses to hold, he retains the earned points and passes the die.
 - The first player to reach 100 points wins the pot.
 
Pig "Slop" Variant:

Rules:
 - At the start of play, all players wager a set amount of money (ex. 1,000).
 - Players begin by rolling one die each, with the highest roller going first.
 - The first player begins by rolling the die once per round, accumulating a score and passing. Once a player rolls a 1, he loses. Players compete steadily for the highest score, choosing to hold when he feels satisfied with the strength of his roll.
 - Separate than the Race variant, where players compete toward a goal, Slop involves elimination of players before the round is completed.

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #3 on: July 10, 2016, 01:43:35 AM »
Over-Under Seven

Required Materials:
 - Two Dice (Six-Sided)
 - Banker Preferred

Rules:
 - Players bet on whether the combined sum of the two dice thrown will be either over, under, or exactly Seven (7).
 - On an "Over" or "Under" bet, the payout is an even 1-to-1. On a Seven bet, the payout is 4-to-1.
 - The game is often played against a casino, house, or banker. When played in taverns or in groups, the position of banker is either rotated, or players bet against one another in equal number. In the event of playing against each other, when a Seven Better wins, Over and Under bets pay double their original stakes. If a Seven Better loses, the winning Over or Under bet claims the Seven Better's stake as well.
« Last Edit: July 10, 2016, 03:21:56 AM by TheGrinningHound »

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #4 on: July 10, 2016, 01:46:57 AM »
Cho-Han

Originates in Rokushima Taiyoo.

Required Materials:
 - Two Dice (Six Sided)
 - Cup
 - Banker preferred

Rules:
 - Players bet on whether the combined sum of the two dice thrown will be either even (Cho) or odd (Han).
 - The payout is a simple 1-to-1.
 - While often played against a banker, casino, or house, it can be played player against player with participants making an equal number of even and odd bets.
 - In most instances, the house provides and fills the position of dice roller. Without a banker, the position rotates.
 
« Last Edit: July 10, 2016, 11:48:26 AM by TheGrinningHound »

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #5 on: July 10, 2016, 02:16:11 AM »
Anchor's Three

Commonly played among Dementlieuese sailors and merchants.

Required Materials:
 - Three Dice (Six Sided)
 
Rules:
 - Commonly played between a player and a banker, house, or casino. When played otherwise, players rotate the position of banker.
 - Players place bets on numbers one through six, commonly known each as:
      1 = Shot
      2 = Leech
      3 = Yard
      4 = Spanker
      5 = Anchor
      6 = Hull
 - A player then throws the three dice. If there is a bet on any number which comes up on one or more of the dice, the banker pays the player the amount of his stake for each die showing that symbol: even money if one, 2:1 if two, and 3:1 if three. If the number doesn't come up, the player loses his bet.
 - Example: A player bets 200 on Leeches and Spankers. The dice roll is 2-2-6. His Leeches bet pays 400 gold on top of his 200, while his Spankers bet fails.
« Last Edit: July 10, 2016, 02:43:30 AM by TheGrinningHound »

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #6 on: July 10, 2016, 02:50:17 AM »
Snake Eyes

Required Materials:
 - Two Dice (Six Sided)

Rules:
 - Players begin by betting a set wager or ante.
 - Each player rolls both dice, combining the total to a sum (Ex. 4 and a 5 equals a 9). The player with the lowest combination loses that round, and is eliminated.
 - If a player rolls double ones (1-1), called Snake Eyes, the player automatically loses and the round continues normally. Thus, two players are eliminated in that round, instead of one. If a player rolls double sixes (6-6), called a Midnight, the player automatically wins.
 - If two or more players both roll Midnights, another round is played between them to determine the tie. During a tiebreaker, special rolls such as Snake Eyes do not eliminate the player from the game. Some variations of the game still have special rolls existing even in tiebreakers, however-- which is commonly determined by asking if "the snakes are always deadly."
 - The winner is the last remaining player by rounds of elimination.

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #7 on: July 10, 2016, 03:14:46 AM »
Boxing: A How-To Guide on Betting

There are most typically three types of betting when it comes to boxing, and numerous ways in which the betting is collected. Each is dependent on the organization, the fights, the rules, and more. But throughout, these are common methods:

1.) Money Line Bets

Put simply, it is a bet on which fighter will win the fight. There are three outcomes to most fights: each different contestant winning, and a draw. Bets will often vary, but a common form in which they are scribed is thus:

Fighter A +200
Fighter B -400

In this example fight, it is expected that Fighter B will be victorious. If you place 400 gold coins on Fighter B, you'll receive one-hundred back in profit. Inversely, if you put one-hundred down on Fighter A, you'll receive 200 back if the underdog wins.

2.) Round Betting

In some boxing leagues, fighters fight in timed rounds. If they do, the house often has Over-Under, or Round betting. In essence, round bets are wagers made on how long the fight will last. In a three round match, the house may open bets on whether or not it will make it to the third round, using similar annotations as Match Line betting.

3.) Outcome Bets

In an organized league, another form of betting is on the way in which the match ends: by either Knockout, or decision.




Port-a-Lucine Boxing Regulations

- Fighters are stripped of equipment except for hand-wrappings and belts provided by the establishment.
- The use of magic is strictly prohibited.
- Fights are arranged into three to five rounds lasting each one minute, depending on whether the match is seasonal or a prize fight.
- Fighters are permitted one coach, equipped with two standard healing remedies for strategic use between rounds.
- Fights are determined by both knockout or decision.

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #8 on: July 10, 2016, 11:40:00 AM »
Torret

It's namesake hails from the Ezrite faith, though its relevance is often debated.

Requirements:
- 4 to 10 players
- Two Dice (Six Sided)
- Two Coins/Bullets/Markers each

Rules:
- All players put two coins or similarly small objects in front of themselves as markers, known as Laymen.
- Determine who rolls first by each rolling one die, and then proceeding clockwise from the highest roller.
- On a player's turn, he rolls both dice once. If he rolls a one (1), he puts one of his coins (Laymen) into the pot, or the middle of the table. If a six (6) is rolled, he gives one of his laymen to the player on his left. If two 1's are rolled, a player must sacrifice both of his laymen, and with two 6's he must lose them both to the torret/player on his left.
- If you have lost both your coins/Laymen, you may not roll the dice on your turn. You are however, still in the game-- as the player on your right may roll a six and give you a coin.
- If a 1 and a 6 are both rolled at the same time, and the Torret has only one Layman remaining, the 1 takes precedence and the Layman enters the pot.
- The game continues in this manner until there is only a single Layman left belonging to a Torret. When this happens, that Torret then rolls the dice three times. If he does not roll a six (6) during any of these three rolls, he wins. If a six (6) is rolled, he passes the coin to his left and that player tries to roll three times without getting a six (6). These final series of rolls are called the Rolls of Unparalleled Luck.

- Variation "Inquisition:" When double fives (5) are rolled, a player may choose any other player and force him to sacrifice one of his Laymen into the pot.
- Betting: Betting is often done with an ante agreed before the round begins, with the winner taking all. Sometimes, the Laymen themselves are actually each player's bet-- but depending on the amount wagered, this may not be practical for higher stakes games.
- Terminology:
   Coin/Markers = Laymen
   Players = Torrets
   Double 5's = Inquisition
   Final Rolls = Rolls of Unparalleled Luck
« Last Edit: July 10, 2016, 11:49:41 AM by TheGrinningHound »

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Re: A Gambler's Handbook: A Collection of Games in the Core
« Reply #9 on: July 10, 2016, 01:30:34 PM »
Darts: Killers

Requirements:
 - Throwing Knives or Darts
 - Dartboard
 - 3+ Players

The Object: To win, you must be the last player remaining.

Betting: Players wager an ante before playing. Gamblers beware-- 'tis a cutthroat game!

Rules:
 - The throwing order for the first round is determined by who throws closest to bullseye. For the following game, the player who was knocked out first gets to throw first.
 - Each player has three lives.
 - For the first round, each player throws one dart. Whatever number is hit is then that player's number. No two players may have the same number, so if a player hits a number that was already claimed he should shoot again. If a player lands a Bullseye on the first round, he may choose his number (As long as it is not Bullseye).
 - A player becomes a Killer (There may be multiple) by first striking his own number or by landing a bullseye, and is then able to attack the other players by landing on their number.
 - When a player is attacked by another player, he receives a free throw to defend himself. A successful defense is when he lands his own dart on his own number. If he fails, the victim player loses one life.
 - The game continues in this manner until only one player remains.




~ ~ ~ ~
Play: OOC Mechanics
Spoiler: show
((OOC Mechanics:))
 - Roll a d20, followed by either a d2, d4, d6, or d8 depending on your dexterity modifier (x2). A thrower may choose to move up or down with his second roll.
Example:
d20 roll = 16
d6 roll = 3
Player chooses 13 or 19 as final hit.

 - To determine the capabilities of the 2nd roll, take your dexterity modifier and multiply it by 2. A player may choose the largest die available to him, or any lower.
     Example:
       Player 1 has 14 Dexterity (+2 modifier). For his second roll, he can choose from either a d2 or d4.
 - At the start of the game, players are encouraged to report their dexterity modifier to each other in tells. Players can use the Pick Target feat from the radial menu to see roughly if the player is reporting an accurate number.
 - A player does not have to roll a second die if he is satisfied with his initial roll. For immersion sake, a player should emote whether he chooses to add or subtract the second die to his total by simply emoting where the dart landed after both rolls.        Ex. " [The dart lands on 13!] "
 - A combined score of exactly 1 is treated as a Bullseye.
 - If a player has Zen Archery, he can substitute Wisdom for Dexterity.
 - A combined score of numbers below 1 and above 20 are considered bounces, where the dart does not stick or misses completely.
 - Note: Players are encouraged to actually throw darts following the rolls. If a dartboard isn't available, the @mark can be used.
« Last Edit: July 10, 2016, 01:38:53 PM by TheGrinningHound »