431 lines
18 KiB
Plaintext
431 lines
18 KiB
Plaintext
|
-----------------------------------------------------------------------
|
||
|
|
||
|
APPENDIX B: AD&D DICE GAMES
|
||
|
|
||
|
FOR ADVANCED DUNGEONS & DRAGONS
|
||
|
|
||
|
BY
|
||
|
|
||
|
DESMOND REID
|
||
|
|
||
|
|
||
|
-----------------------------------------------------------------------
|
||
|
|
||
|
*** DISCLAIMER ***
|
||
|
|
||
|
All contents of this appendix are presented for game purposes
|
||
|
only. There are part of this appendix with dice games that involve
|
||
|
alcohol. In no way is this appendix intended to persuade people of any
|
||
|
age to drink alcoholic beverages. The author of the appendix does not
|
||
|
condone the use of alcohol, especially for those under the legal age.
|
||
|
Hopefully, information presented in this appendix will educated on the
|
||
|
dangers of alcohol. In fact, it would be preferred that people use this
|
||
|
appendix to allow there fictitious characters to indulge in the use of
|
||
|
alcohol in place of them. A character can be thrown in the trash, a
|
||
|
person is a lot harder to dispose of. In no way will the author of this
|
||
|
appendix or the contributors of this appendix be held responsible for
|
||
|
other persons' actions.
|
||
|
|
||
|
-----------------------------------------------------------------------
|
||
|
|
||
|
@ COPYRIGHT 1993 by DESMOND REID
|
||
|
|
||
|
NOT FOR SALE
|
||
|
|
||
|
The following appendix is the property of its author, who
|
||
|
hereby states that he retains the copyright. You may distribute
|
||
|
it at will, provided that nothing in the appendix, this notice,
|
||
|
or any of the credits are altered in any way; and that you
|
||
|
do not make a profit from it.
|
||
|
|
||
|
-----------------------------------------------------------------------
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
DICE
|
||
|
|
||
|
CREATORS: Humans
|
||
|
OPERATOR: Nil
|
||
|
DICE TYPE: 2d6
|
||
|
|
||
|
Quite similar to but not as involved as Three Man or Still, Dice
|
||
|
is a drinking game with a high buzz factor. All that is need is beer,
|
||
|
liquor, dice, and people.
|
||
|
A player rolls two dice. Any result that adds up to six (i.e. 2-4,
|
||
|
5-1) or has a six in it (i.e. 6-1, 6-2, 6-2, 6-3, 6-4, 6-5) requires
|
||
|
the player to take a "good" gulp of beer. Any result of double 2s, 4s,
|
||
|
or 5s requires the player to drink that many (2, 4, or 5) "good" gulps
|
||
|
of beer. A player that rolls double 3s is penalized twice, for getting
|
||
|
doubles and adding up to six. Thus, four "good" gulps (or 2 if played
|
||
|
with the modified rules). The killer is double 1s or double 6s. For
|
||
|
these results the player does a SHOT of his/her favorite poison (i.e.
|
||
|
J.D., Southern Comfort, tequila, etc.). A player continues rolling
|
||
|
until he/she gets something that he/she doesn't drink on (i.e. 1-2, 1-
|
||
|
3, 1-4, 1-5, 2-3, 2-5, 3-4, 3-5, 4-5). If the dice leaves the playing
|
||
|
surface (i.e. table, bar, etc.), the player is rewarded with a gulp of
|
||
|
beer.
|
||
|
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
SIXES
|
||
|
|
||
|
CREATORS: Dwarves
|
||
|
OPERATOR: Nil
|
||
|
DICE TYPE: 1d10
|
||
|
|
||
|
Another simple game of the dwarves where the participants can get
|
||
|
quite intoxicated quite nicely.
|
||
|
To start, somebody must line up ten tankards, size unimportant but
|
||
|
typically very big. A nice supply of beer or other boisterous alcohol
|
||
|
beverage must be available usually in a big pitcher or barrel.
|
||
|
Everyone sits around and someone starts by rolling the die and
|
||
|
play continues in any order.
|
||
|
The number rolled corresponds to the number of the tankard in the
|
||
|
line. If it's empty, the roller fills it as much as he wants and play
|
||
|
continues with another roller. If it contains beer, the roller must
|
||
|
drink it all up and roll again.
|
||
|
|
||
|
|
||
|
THIEF
|
||
|
|
||
|
CREATORS: Humans
|
||
|
OPERATOR: Nil
|
||
|
DICE TYPE: 2d6
|
||
|
|
||
|
This confusing game was created by some nobles so they would have
|
||
|
a drinking game that few low-lifes could learn. Unfortunately, they
|
||
|
have trouble with the game.
|
||
|
Thief takes a bit to catch onto, but once understood, it is quite
|
||
|
competitive game. The game requires people, beer, and dice. A player
|
||
|
arbitrarily goes first by rolling the dice. The score for the dice is
|
||
|
as follows:
|
||
|
|
||
|
2 & 1 - Thief, the highest possible roll. The eventual loser has to
|
||
|
drink double the standard drinking quantity being used for the
|
||
|
game. Each subsequent thief in that round will double the
|
||
|
required drink for loser. This will be easily understood
|
||
|
later.
|
||
|
|
||
|
3 & 1 - Scumbag. The thrower immediately has to consume one drink.
|
||
|
This throw does not count as one of the thrower's goes.
|
||
|
|
||
|
Double - Any doubles rolled scores 100 times the double (i.e., double 1
|
||
|
scores 100, double 2 scores 200 etc.).
|
||
|
|
||
|
Other - Any other roll scores the highest number multiplied by 10 +
|
||
|
the smallest number (i.e., 5 & 4 scores 54, 6 & 1 scores 61
|
||
|
etc.).
|
||
|
|
||
|
The starter has the choice of one, two of three rolls to obtain
|
||
|
the best score he can. The starter's score is the score of his last
|
||
|
throw i.e., if he throws a 61 then 63 with his first two throws and
|
||
|
elects to take a third throw, he must count the third throw even if
|
||
|
it's lower. Every other player in the game has the choice of throwing
|
||
|
up to as many times as the starter i.e., if the starter takes one
|
||
|
throw, all other players have only one throw.
|
||
|
If a player has more than one throw available, he may hold a 1 or
|
||
|
a 2 (if thrown) for subsequent throws i.e., if he has 2 or 3 throws and
|
||
|
he throws a 4:1 on his first go, he may, if he wishes, only pick up the
|
||
|
4 and throw it as his next go. This tactic will increase his chance of
|
||
|
a thief, while also increasing his chance of a low score or scumbag.
|
||
|
If he throws a scumbag he may not hold the 1.
|
||
|
The loser is the person who throws the lowest score. In the event
|
||
|
of a tie, all players with the lowest score must roll one dice and the
|
||
|
lowest number loses.
|
||
|
Play as many rounds as desired.
|
||
|
|
||
|
|
||
|
THREE MAN
|
||
|
|
||
|
CREATORS: Humans
|
||
|
OPERATOR: Nil
|
||
|
DICE TYPE: 2d6
|
||
|
|
||
|
A very fun beer-dice game. Supplies needed are beer and dice.
|
||
|
All participants sit in a circle. The first order of business is
|
||
|
to determine the Three Man. This is done by each player rolling a die
|
||
|
in turn. The first to roll a three becomes the Three Man (see below for
|
||
|
variation with the Beer Helmut.)
|
||
|
The player to the left of the Three Man goes first, and play
|
||
|
continues in a clockwise direction. The player then rolls both dice and
|
||
|
acts according to the following combinations:
|
||
|
|
||
|
1:1 Doubles - see below
|
||
|
1:2 Three man drinks (sum to 3)
|
||
|
1:3 Three man drinks (three on die)
|
||
|
1:4 Thumb to table or floor (playing surface)
|
||
|
1:5 Index finger to side of nose.
|
||
|
1:6 Player to left of roller drinks (7 left/11 right)
|
||
|
2:2 Doubles - see below
|
||
|
2:3 Three man drinks (three on die)
|
||
|
2:4 Pass turn
|
||
|
2:5 Player to left of roller drinks (7 left/11 right)
|
||
|
2:6 Pass turn
|
||
|
3:3 Doubles - see below; three drinks twice
|
||
|
3:4 Three man drinks; player to left of roller drinks
|
||
|
3:5 Three man drinks
|
||
|
3:6 Three man drinks; Social
|
||
|
4:4 Doubles - see below
|
||
|
4:5 Social
|
||
|
4:6 Pass turn
|
||
|
5:5 Doubles - see below
|
||
|
5:6 Player to right of roller drinks (7 left/11 right)
|
||
|
6:6 Doubles - see below
|
||
|
|
||
|
If on the Three Man's turn, he/she rolls a three or combination
|
||
|
thereof, he/she is no longer the Three Man and then can designate any
|
||
|
other player as the new Three Man. (This also includes if the Three Man
|
||
|
rolls during a doubles give; see below.)
|
||
|
|
||
|
Social: Everybody drinks.
|
||
|
|
||
|
Doubles: The roller has the option of giving both dice to one player
|
||
|
or one dice to two players. Whatever the case, the dice are rolled
|
||
|
and the number on the dice is what that person(s) have to drink.
|
||
|
(i.e. roller gives the dice to Y and Z. Y rolls a 3 and Z rolls a five,
|
||
|
Y drinks 3, Z drinks 5. Or Y gets both dice and rolls a 3:5, Y then
|
||
|
drinks 8). However, if the given dice roll to doubles, the original
|
||
|
roller has to drink that amount. But the original roller also keeps the
|
||
|
turn.
|
||
|
|
||
|
To condense everything:
|
||
|
|
||
|
Total of 7 - player to right of roller drinks
|
||
|
Total of 11- player to left of roller drinks
|
||
|
Total of 9 - Social
|
||
|
Any 3 or sum to 3 - Three man drinks
|
||
|
1 and 4 - thumb on floor
|
||
|
1 and 5 - finger on nose
|
||
|
Doubles - give 'em away
|
||
|
|
||
|
Variation with the Beer Helmut:
|
||
|
|
||
|
To make the visual effect of the game more interesting, the Three
|
||
|
Man should have to were some of strange hat, the Beer Helmut. The
|
||
|
Helmut could be almost anything that can be worn on the head, orange
|
||
|
hunters' hat, goblin helmet, undergarments, etc.. But tradition holds
|
||
|
that the Helmut be made from a discarded casket of beer. Other
|
||
|
ornamentation may be freely added, such as a plume from feathers. It
|
||
|
should look like something worn into battle. Thus the name, Beer
|
||
|
Helmut.
|
||
|
When the Three Man no longer is the Three Man due to skillful
|
||
|
rolling, part of the ceremony is the passing of the Helmut onto the new
|
||
|
Three Man.
|
||
|
|
||
|
|
||
|
THRESHOLD
|
||
|
|
||
|
CREATORS: Dwarfs
|
||
|
OPERATOR: Nil
|
||
|
DICE TYPE: 1d6
|
||
|
|
||
|
This is a dwarven "lets get blasted" game invented after tireless
|
||
|
rounds of other typically human games. The very high buzz factor makes
|
||
|
it the perfect game for dwarves. The supplies are simply beer, a
|
||
|
gold piece, a breakable tankard, and a die.
|
||
|
The tankard containing a quarter and a die is passed to a
|
||
|
participant. The shaker shakes the tankard at the person next to
|
||
|
him/her, the shakee. The shakee then calls heads or tails. If the
|
||
|
shakee is correct, the shaker drinks once for each spot showing on the
|
||
|
die (ex. six drinks if for a roll of 6). If the shakee is wrong, he/she
|
||
|
drinks that many times. The tankard is passed to the next participant
|
||
|
and play continues. Pretty simple game.
|
||
|
A simple variation for the most hardy of dwarves is to use two or
|
||
|
more dies.
|
||
|
|
||
|
|
||
|
TWENTY-ONE ACES
|
||
|
|
||
|
CREATORS: Humans
|
||
|
OPERATOR: Nil
|
||
|
DICE TYPE: 5d6
|
||
|
|
||
|
This is a good game to start in a bar because it is simple,
|
||
|
straight-forward, with no gray areas and a mid-high buzz factor.
|
||
|
Supplies needed are people in a bar (preferably friends), and five
|
||
|
dice.
|
||
|
The game is played by counting the "ones" that are rolled. The
|
||
|
person who rolls the seventh "one" gets to pick the shot that will be
|
||
|
consumed at the end of the game. The person who rolls the fourteenth
|
||
|
"ace" gets the honor of paying for the shot. The person who rolls the
|
||
|
twenty-first ace has to drink the shot. Play the game by taking die out
|
||
|
of the roll so that you only have one dice left when the twenty-first
|
||
|
ace is rolled. For example:
|
||
|
|
||
|
Count # dice rolled
|
||
|
1-16 5
|
||
|
17 4
|
||
|
18 3
|
||
|
19 2
|
||
|
20 1
|
||
|
21 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.
|
||
|
|
||
|
-----------------------------------------------------------------------
|
||
|
|
||
|
|