Recently, a pair of dice that you can roll in Dragonrealms was given out as a gift to Premium members. In addition, a few folks had dice purchased originally from the first ever festival.
Now that so many folks have these dice, it became high time to figure out what to do with them. There are already a few dice games in Elanthia. One called "Guild Wars" comes to mind.
Here are a few that are known to Therrilliar, either learned during her childhood when she should have been in school, or picked up on her long sea voyage to Elanthia. One, Elanthia Dice, was made up by Therrilliar herself.
1. Elanthia Dice
Dice game representing a trek from Therenborough to Shard.
Any number of players roll dice and try to over come obstacles representing locations in Elanthia. The first person to make it from Theren to Shard wins!
(A shorter game can be had by only using the items marked with an *)
* Therenborough - wait for
the drawbridge to lower; roll a 9 or less to pass
* Road to Langen - roll any non-doubles to pass the road unmolested
Langenfirth - wait for the barge; roll a 2 or 3 for the barge
to arrive
* Riverhaven - ride the barge; roll an 11 or 12 for the barge
to dock at Riverhaven
* Ferry - ride the ferry; roll a 9 or higher to take the ferry
Road to Dirge - roll a 6 or higher to avoid being knocked down
by earthquakes
* Waterfall - roll an even number or you must pause to help the
dead
Road to Kaerna - roll any non-doubles to pass the road unmolested
* Road to Arthe - roll an even number to avoid stopping for yummy
tarts
* Road to Crossing - roll a 4 or higher to avoid stopping to converse
outside the NE Gate
* Ferry - ride the ferry; roll an 8 or higher to take the ferry
* Road to Leth - roll doubles to avoid the spider web
Leth - roll any non-double to avoid a L'Karm attack!
* Road to the Gondola - roll 6 or higher to avoid snowbeasts
* Gondola - wait for the gondola; roll a 4 or less for the gondola
to arrive
Platform - ride the gondola; roll a 10 or higher to arrive at
the south platform
* Road to Shard - roll a 7 or higher to see if the gates are open
Victory!
Average # of rolls required:
Therenborough = 6
Road to Langen = 6
Langenfirth = 12
Riverhaven = 12
Ferry = 6
Road to Dirge = 1
Waterfall = 2
Road to Kaerna = 1
Road to Arthe = 2
Road to Crossing = 1
Ferry = 3
Road to Leth = 6
Leth = 1
Road to Gondola = 2
Gondola = 6
Platform = 6
Road to Shard = 2
Average rolls = 75
# of stations = 17
Players can place side bets
and observers can wager at any point
2. Goblin Hunt
Players take turns rolling.
On a 2 (which represents the Goblin's beady little eyes) the Goblin
has ambushed and killed the player and he is out of that pot.
On a 12 (which represents Goblin footprints) the player has found
and captured the Goblin and gets the pot. On any other result,
the player must put that many coins into the pot.
3. Outside the Bank
One player is the mark and the other the thief. The mark rolls the dice and that is his difficulty. If the mark rolls a 2 or 3 it is treated as a 4. The thief player then rolls. If the thief player rolls doubles and the roll is under the difficulty value, he is caught and must pay the mark the half the difficulty value (rounded down). If the thief rolls the exact difficulty value, he is caught and arrested by the guard and must pay the mark double the difficulty value. If the thief rolls higher than the mark he gets the difficulty value from the mark.
Example:
Player #1 is the mark. He rolls an 8.
Player #2 is the thief. He
rolls a 6 (4 and 2) - nothing
Rolls an 8 (4 and 4) - he is arrested and pays 16 coins to player
#1
Rolls a 4 (2 and 2) - he is caught and must pay 2 coins to player
#1
Rolls a 10 (6 and 4) - he is successful and is paid 8 coins by
player #1
4. Tog Craps
Simplified craps ('cause Togs can't remember too much stuff). One person is the bank. Players roll a come out roll and then try to make the point.
On the come-out roll, a 2, 3, or 12 loses. A 7 or 11 wins. Win pays even odds.
If the come-out roll is not a 2,3,7,11, or 12, then that roll becomes the point. The roller must then try to make that point before rolling a 7. A made point pays even odds.
Side bets can be made if the bank wants. Side bets are for a single roll only:
2 - pays 30 to 1
3 - pays 15 to 1
4 - pays 10 to 1
5 - pays 8 to 1
6 - pays 6 to 1
7 - pays 5 to 1
8 - pays 6 to 1
9 - pays 8 to 1
10 - pays 10 to 1
11 - pays 15 to 1
12 - pays 30 to 1
Hard ways can be bet. Hard
bets remain until a 7 is rolled or until that number is rolled
"soft". Hard means doubles. Hard bets can be placed
on 4, 6, 8, and 10. They all pay 8 to 1.
5. Tart Snatcher (or Halfling Greed)
A pot is set up with a mutually agreed upon number of coins from each player (10 is a good number). Player calls a number between 1 and 6 and rolls the dice. If either dice shows that number, the player sets aside 1 coin from the pot. If both dice show that number he takes 2 coins from the pot. The player may then elect to roll again to get another called number on either die. If he does he gets another coin from the pot (and if he again rolls both dice as that number he gets 2 such coins). If the player elects to roll and the number does not come up, then all the coins from that round must be placed back into the pot.
Example:
Emil Hollowbottom calls out "3" and rolls the dice. The result is a '4' and a '3'. He takes 1 coin from the pot and sets it aside. Emil then elects to go again. He calls a "6". Emil rolls a '6' and a '6'! Emil takes 2 coins from the pot.
Should Emil risk his 3 coins to go again? Emil is a greedy lil halfling and elects to go again. He calls out a "5" and rolls a '2' and '6'. Poor greedy Emil! He must place his 3 coins back into the pot. If Emil had instead elected to stop at 3 coins before throwing the dice the last time he would have kept those 3 coins and could have placed them into his pockets.
Return
to Therrilliar's Main Menu