208 lines
9.1 KiB
Plaintext
208 lines
9.1 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Here are some dice games that I've adapted from real dice games I found
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in various books. I'm always interested in collecting new games so if
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you happen to think some up I would be glad to see them.
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Reid
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---------------------------------------------------------------------
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GUIDE TO DICE GAMES
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FOR
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ADVANCED DUNGEONS & DRAGONS
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BY REID BLUEBAUGH
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BUCK DICE
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CREATORS: Elves
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OPERATOR: Nil
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DICE TYPE: 3d6
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Any number can play. Each player throws the dice to determine the
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order of play; the player making the highest score goes first, next
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highest second, and so on. The low man then throws one die and the
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number thrown becomes the point number. The high man begins throwing
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all three dice, and scores one point for each point number thrown. He
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continues to throw as long as he throws point numbers, which are added
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as he goes along. When he fails to throw a point number on any throw,
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the dice pass to the next player.
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The object is to score exactly 15 points, called buck; each player
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as he reaches this score, drops out of the game until only one player
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remains who becomes the loser and foots the bill. If a player reaches a
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total above 15, the throw does not count and he must throw again. Any
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three numbers (not point numbers) thrown is a little buck and counts 5
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points. When the point numbers appear on all three dice, it's a big
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buck, which counts 15 points and eliminates the player no matter what
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score he has previously made.
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LIAR
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CREATORS: Humans
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OPERATOR: Nil
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DICE TYPE: 5d6
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Any number can play. Five dice are used with a dice cup. Each
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player throws five dice and the player throwing the highest poker hand
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(ace is high, and 6, 5, 4, 3, 2 represent king, queen, jack, ten, nine,
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respectively) takes any seat and is the first shooter; the player
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throwing the second highest hand sits at his left and shoots second;
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and so on.
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At the beginning of play, each player places before himself three
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betting units. The first shooter shakes the dice, turns the cup upside
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down, and lifts it, shielding the dice from view with his hand. He then
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announces the value of his hand but need not state the truth. The
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player on his left must either accept the statement or call him a liar.
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If the first shooter's statement is doubted and if he has at least
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as good a hand as he called, the doubter puts one betting unit into the
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pot. If the shooter has lied about his hand, he must pay one unit to
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the doubter and put one unit into the pot. It then becomes the
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doubter's turn to throw, and he plays against the player on his left;
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and so on, around the table.
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If the shooter's statement is accepted as true by the player at
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his left, it becomes the latter's turn to throw. He may use all the
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dice originally thrown or leave as many of them as he cares to and
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throw the others. As the first shooter did, he covers the dice he
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throws and must then announce that the five dice have a value that
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beats the hand which the first shooter announced and which was
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accepted. The first shooter then either accepts or doubts this
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statement, and this process continues until one of the two players has
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doubted a hand which the other player has actually thrown or bettered.
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The doubter then puts one of his units into the pot.
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When a player has placed all three of his betting units into the
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pot, he drops out of the game and the other players continue until only
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one player is left who still retains one or more of his original three
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units. This player is declared the winner and takes the pot.
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The player on the left of the first shooter begins the next game.
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MARINER
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CREATORS: Sailors
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OPERATORS: Nil
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DICE TYPE: 5d6
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There are times when there is nothing to do on a ship, so a nice
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dice game helps make the waves go by. Any number can play and five dice
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are thrown from a cup are used. Each player throws a single die to
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determine the order of play, highest man going first, second highest
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second, and so on. Tying players throw again. The deal rotates to the
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left.
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Each player in turn is allowed three throws and first tries to get
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a 6, 5, and 4 in that order; the 6 represents the ship, the 5 is the
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captain, and the 4 is the mate. If a 6 and 5 appear on the first throw
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the player puts those dice aside and rolls the remaining three dice
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trying to get a 4. If a 6 and 4 appear on the first roll, the 4 cannot
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be used until a 5 has been made and the player sets aside the 6 only
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and throws four dice on his next throw.
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When the player has succeeded in getting a 6, 5, and 4 in that
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order, the points on the remaining two dice constitute his score,
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called the crew. If he has not used all of his three throws he may, if
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he likes, use any remaining throws of the two dice in an attempt to
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make them show a higher total. The player who has made ship, captain,
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and mate and whose two remaining dice show the highest score is the
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winner and takes the pot into which each player has contributed equal
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stakes, /if the two high players tie, it is considered a tie for
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everyone and another round is thrown. The player to the left of the
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first shooter in the first round becomes the first shooter in the
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second round.
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ONE-HUNDRED
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CREATORS: Dwarves
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OPERATOR: Nil
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DICE TYPE: 1d10
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The dwarves created this game after creating the ten sided die.
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Once upon a time, a dwarf made a die by carefully carving numbers into
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a gem he had. The idea caught on by dwarves everywhere. Unfortunately,
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no dice games existed for a ten-sided die, so they made one. In the
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original game, ten dwarfs played for the 1000 gold pieces (100 gold
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pieces per player). Of course times change.
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Any number can play now and the players can be of any race. Each
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player puts a stake (the amount decided unanimously among the players)
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in the center forming a pool and each player throws the die to
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determine order of play, low man going first, next highest next, and so
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on. The players throw the die in turn and continue to throw, adding
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each number thrown to the previous one and calling out the totals. The
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object is to reach 100 or approach it as closely as possible without
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passing it. Players passing 100 are busted.
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The player who comes closest to 100 wins. Ties divide the pool.
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Most players throw again at 94 or less, stop at 95 or more.
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ROTATION
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CREATORS: Humans
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OPERATOR: NIL
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DICE TYPE: 2d8
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This dice game originated from the humans who like a simple
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drinking game. After all, once a player puts down a couple of drinks,
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the rules tend to get complicated.
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Any number can play, two dice are used, and any player may go
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first. On the first round each player throws once and tries to make 2.
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If successful, he scores 2 points, if not he scores nothing. On the
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second round each player shoots for a 3 which, if made, scores 3
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points. All of the fifteen number combinations possible with the two
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dice (2,3,4,5,6,7,8,9,10, 11,12,13,14,15,16) are played for in this
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manner, beginning with the lowest. The player having the highest total
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score after all numbers have been shot for is declared.
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Usually the loser must by the other competitors a drink.
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UNDER AND OVER SEVEN
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CREATORS: Unknown
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OPERATOR: Thieves
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DICE TYPE: 2d6
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This is an old-time game that is still going strong. It gets a
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steady play because it is simple and easy to learn. Also, it is so
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deceptive in appearance that the average player can't understand why
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the operator of the game doesn't go broke. The game is popular with the
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operators because they know that their chance of losing is nil, that it
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is one of the biggest sucker games ever, and that the percentage for
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the house, although the player can't see it, is as strong as they come.
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The game is usually operated by hustlers, that is thieves that
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prefer to take peoples money in a more moral fashion. After all, the
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players of the game are willing to gamble their money.
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The only items needed for play are two die, a dice cup, and a
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small layout. The layout is simply three squares in a row with the
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following written in them respectively: UNDER 7, SEVEN, OVER 7. The
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design sometimes simply being drawn on a rock with chalk or scratched
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in the ground. The player puts his money on any one of the three spaces
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and throws the dice. If he bets on UNDER 7 and throws any of the
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numbers under seven, the bank pays him off at even money. The same is
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true of the OVER 7 space. If he puts his money on the SEVEN space, he
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is paid off at 5 for 1. No matter where they place they're money, the
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bank's advantage is 16 2/3 percent.
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