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----------------------------------------------------------------------- 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. -----------------------------------------------------------------------