Tavern Games
Posted: Fri May 22, 2020 11:09 pm
Magic Wand
A dice based tavern game for 4+ players.
Everyone antes by paying 1 copper piece, one player is assigned the button and goes first.
The game begins with each player rolling a d4 unseen by the other players. Usually an independent observer will act as referee to ensure no cheating takes place, watching each player roll so they cannot change their result.
After each player has rolled their d4, a round of betting takes place much like poker, beginning with the button and continuing clockwise. Once everyone has matched the current bet or folded, the d4s are revealed and everyone can see what each other has.
Now each player rolls 1d6 in secret, again verified by an independent. A second round of betting takes place, starting with the button and once all players match or fold, the d6s are revealed.
A final third round follows using a d8. One last round of betting takes place before this final number is revealed. If at any point all players fold and only one player remains, he takes the pot.
Once revealed, the numbers on the dice (d4, d6, d8 for each player) are added and the highest number wins. Ties split the pot.
However, there are certain combinations that cast spells from the magic wand. These are resolved by the button and continue clockwise. Only one complete circuit of spellcasting is processed, even if scores have changed to allow further castings. Ties split the pot unless otherwise noted.
123 - Reduce Person
All other scores are halved. You are immune to any other Reduce Person effects. You always win a tie.
234 - Teleport
Swap one equivalent dice. You may choose any opponent's dice and swap like for like with yours, for example, swapping your d8 for their d8. Be careful, if your opponent has not yet cast a spell you may be giving them a combo!
345 - Shield
Triggers the moment any other spell tries to affect you. Your dice and score cannot be manipulated by any means.
456 - Contingency
After all other spells are resolved, if anyone has a higher score than you, roll 1d4 and add it to your score.
111 - Divine Intervention
Keep your initial score (3) and roll all your dice again. Add this result to get your final score.
222 - Mirror Image
Roll 1d6. On a 1-5 your score is doubled. On a 6, your score is tripled.
333 - Disintegration
Any 3s rolled by any other players are discarded.
444 - Bulls Strength
Roll 1d4 and add to your total.
The button moves clockwise after each complete game. Initial button assignment can be determined via roll off if necessary.
A dice based tavern game for 4+ players.
Everyone antes by paying 1 copper piece, one player is assigned the button and goes first.
The game begins with each player rolling a d4 unseen by the other players. Usually an independent observer will act as referee to ensure no cheating takes place, watching each player roll so they cannot change their result.
After each player has rolled their d4, a round of betting takes place much like poker, beginning with the button and continuing clockwise. Once everyone has matched the current bet or folded, the d4s are revealed and everyone can see what each other has.
Now each player rolls 1d6 in secret, again verified by an independent. A second round of betting takes place, starting with the button and once all players match or fold, the d6s are revealed.
A final third round follows using a d8. One last round of betting takes place before this final number is revealed. If at any point all players fold and only one player remains, he takes the pot.
Once revealed, the numbers on the dice (d4, d6, d8 for each player) are added and the highest number wins. Ties split the pot.
However, there are certain combinations that cast spells from the magic wand. These are resolved by the button and continue clockwise. Only one complete circuit of spellcasting is processed, even if scores have changed to allow further castings. Ties split the pot unless otherwise noted.
123 - Reduce Person
All other scores are halved. You are immune to any other Reduce Person effects. You always win a tie.
234 - Teleport
Swap one equivalent dice. You may choose any opponent's dice and swap like for like with yours, for example, swapping your d8 for their d8. Be careful, if your opponent has not yet cast a spell you may be giving them a combo!
345 - Shield
Triggers the moment any other spell tries to affect you. Your dice and score cannot be manipulated by any means.
456 - Contingency
After all other spells are resolved, if anyone has a higher score than you, roll 1d4 and add it to your score.
111 - Divine Intervention
Keep your initial score (3) and roll all your dice again. Add this result to get your final score.
222 - Mirror Image
Roll 1d6. On a 1-5 your score is doubled. On a 6, your score is tripled.
333 - Disintegration
Any 3s rolled by any other players are discarded.
444 - Bulls Strength
Roll 1d4 and add to your total.
The button moves clockwise after each complete game. Initial button assignment can be determined via roll off if necessary.