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Goblin's Eye

A game of darts

Each player puts an ante into the pot and DM matches

Players take turns rolling 1d20 and 1d6 both at once, three times. The d20
determines what number they hit. The d6 determines where on that number they hit.
For example, a 1 is the outer ring (double), a 3 is the inner ring (triple), while
a 6 is the bull's eye (50). First player to 301 wins the pot.

Twenty-One

A game of blackjack

Each player puts an ante into the pot and DM matches

Each player has access to the following dice: d20, d12, d10, d8, d6, and d4

You pick which dice to roll and your objective is to get as close as you can to
totaling 21 without going over. Once you roll a die, place it off to the side and
it contributes to your total—you cannot use that die again this round. Players take
turns rolling TWO dice of their choice, then continue taking turns rolling ONE die
of their choice until everyone holds or busts.

Closest to 21 without going over wins the pot.

Fruit Machine

A simple game of one-shot slots

Costs 5gp to play

Players choose which slot machine to play on. The more difficult the chance of
winning, the better the jackpot.

You roll three of the same dice at the same time. If all the numbers match, you
win. It’s that simple!

3d4 = 1/16 chance, 80gp

3d6 = 1/36 chance, 180gp

3d8 = 1/64 chance, 320gp

3d10 = 1/100 chance, 500gp

3d12 = 1/144 chance, 720gp

3d20 = 1/400 chance, 2000gp

Skeleton Slots

An intermediate game of progressive slots

Costs 2gp to play

You roll dice one at a time starting with the d4. If you roll a 3 or below, you can
stop and collect your winnings or move on to the d6. If you roll a 3 or below on
the d6, then you can stop and collect your winnings or move on to the d8, and so
on.

The winnings get higher and higher as you go up, but your chances of winning also
get harder. If at any time you roll a 4 or above you have to start over and play
again.

The d4 gives you 2gp, the d6 gives you 5gp, the d8 gives you 20gp, the d10 gives
you 100gp, the d12 gives you 500gp, and the d20 gives you the jackpot of 2000gp.

Threes Away

A simple dice game

Each player puts an ante into the pot and DM matches

Players take turns rolling 5d6. All numbers on the die are face value except for
3's which are worth 0. Lowest score wins the pot.

Dead Eye Dice

An intermediate dice game

Each player puts an ante into the pot and DM matches

Each player starts their hand with a d20, d12, d10, d8, d6, and d4. Each player
rolls all of them to start. Any time you roll a 1 on any die you need to discard
your “best” die (d20, then d12, etc.). If you get more than one 1 then you discard
that many dice starting from the “best” die. Last person with dice remaining in
their hand wins the pot.

Crown & Anchor

A simple betting game

Players can put any amount of gold on a grid numbered 1 through 6. They then roll
3d6 one time.

If 1 die matches their bet number, they win 1X the original bet. If 2 dice match
their bet number, they win 2X the original bet. If 3 dice match their bet number,
they win 3X the original bet. If no die match their bet number, they lose the
original bet.

Dice Poker

A game of Texas Hold’em

Each player puts an ante into the pot and DM matches

You pick two different dice and roll in secret from one another. At this time,
players place their initial bets or fold. House rolls a d6, d8, and d10 one at a
time. Raises and folds may occur after each roll.

The player with the best hand according to the below rankings wins the pot.

Five of a kind

Four of a kind
Full house (three of one, two of another)

Straight (five in a row)

Three of a kind

Two pair (two of one, two of another)

One pair

High number

Critter Races

An intermediate betting game

Players can put any amount of gold on any of the five critters

There is a racetrack that is 13 spaces long with the 14th space being the finish
line. Each player and DM can take control of a critter (to make it easier) and
rolls simultaneously for all five critters on each turn.

Fox= 2d4 (average speed of 5, max of 8)

1/1= 50% chance

Dog= d4+2 (average of 4.5, max of 6)

4/1= 20% chance

Rat= d8-1 (average of 3.5, max of 7)

11/2= 15% chance

Pig= d12/2 rounded up (average of 3.5, max of 6)

12/1= 7.5% chance

Badger= d6 (average of 3.5, max of 6)

12/1= 7.5% chance

If two critters reach the finish line on the same turn, then the one who had more
movement remaining wins. If two critters reach the finish line with the same amount
of movement remaining, then they roll off to determine the winner.

Betting odds coordinate with how likely a critter is going to win. For every value
B that you bet, you will win A plus the return of your stake.

After a few races, the animal trainers will put their animals in their cages to
rest for the day.

Secret Shaker

A game of strategy

Each player puts an ante into the pot and DM matches

Everyone rolls a d4, d6, d8, d10, d12, and d20 in secret.
The higher the number the better. Each player has one reroll that they can (don’t
have to) use anytime in the match where they reroll ALL of their remaining dice
(even the good numbers).

Each round all players take one die they rolled and move it to the middle of the
table with their hand covering it. All players reveal and the highest number wins
the round. A tie is won by the smaller sided die. A still tie is resolved by
rerolling those dice. This is done until all six dice are used up and the person
with the most points wins the pot.

Wheel of Misfortune

A game of roulette

Players can put any amount of gold in any of the following locations or a
combination of the following locations on the roulette table:

Odd or even (2:1 chance)

Corner bet (5:1 chance)

Split bet (10:1 chance)

Straight up (20:1 chance)

For every value B that you bet, you will win A.

Cheat

An intermediate game of bluffing

Each player puts an ante into the pot and DM matches

Each player starts with five d6 and one cup, which is used to conceal rolls from
all other players. Begin by rolling one die to determine who goes first.

After looking at the numbers they’ve rolled, the first player offers an opening bid
to the group. For example, if you have two 2s under your cup, you could start there
—or you could predict, with some mathematical certainty, that there are a total of
“three 2s” among all the dice on the table, including your own. The next player
must then bid either a higher total amount of dice “four 2s” or keep the same
amount but move to a higher number “three 3s”, bluffing as needed.

If you think a competitor is offering up an unlikely bid, call them out. All
players must then lift their cups to reveal their respective rolls. If the bid in
question cannot be calculated with the dice displayed, the bidder must forfeit one
die. The same punishment applies to the accuser, however, if the bid in question
can be made from the existing dice. Play continues until only one person has dice
remaining, who wins the pot.

Dagger Juggling

Dexterity challenge

Need to succeed ability check with DC 10 for 2 daggers, DC 15 for 3 daggers, and DC
20 for 4 daggers with bets on how long the juggler can keep going. Failed throws
cause 1d6 non-lethal damage.
Arm Wrestling

Strength challenge

Beating your opponent in a STR ability check moves your arm one step closer to
victory. You need three steps to knock their arm on the table. Rolling a natural 20
counts as two steps.

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