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APPENDIX E: ALPHABETICAL MONSTER LISTING APPENDIX F: GAMBLING
APPENDIX F: GAMBLING
Cl a This pastime is common in all taverns, inns, and just about any barracks.
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Dice Games:
Crops: The shooter wins on a first roll (2d6) of 7 or 11, or loses on 2, 3, or
12. Otherwise the shooter rolls until the number first rolled is rolled a
second time - a win - or a 7 is rolled - a loss. Shooters bet before roll-
ing, as others may. Side bets may be made thereafter as applicable, if
there are takers. (The fancy line play of modern casinos is ignored.) Dice
pass clockwise to next player when the shooter loses.
Horse: The first roller is determined by whatever means i s desired. 5d6 are
used, 6 high, 1 low. Lowest to highest hands are: pair, two pair, three of a
kind, straight (1-5 or 2-6). full house (triplet and pair), four of a kind, five
of a kind. The first roller may elect to roll once or twice. If only once, all
other players may roll only once to beat him or her. If two rolls are made,
the roller may retain none, one, two, three, or four of the dice of the first
toss, rolling the remainder. Winner becomes the “boss” -first roller.
Knucklebones: Again, this is a crop-type game, but the object is to score
the highest total. A variant allows a second roll of the dice by the first
shooter, retaining none or one of them, if he or she so desires, but then all
other players are entitled to do the same. Winner rolls first.
Slot Variant: Use 3d6, one roll only, the wager being made prior to the
roll. The table below is weighted in favor of the “house”. You may, of
course, devise your own tables:
6-6-1 PAYS 2-1 1 = LEMON
6-6-2 3- 1 2 = ORANGE
6-6-3 4- 1 3 = BAR
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6-6-4 5- 1 4 = BELL
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\ 6-6-5 6-1 ‘ 5 = PLUM
?i;; 1-1-1 4- 1 6 = CHERRIES
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A - 3-3-3 10-1
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5-5-5 24-1 (little jackpot)
6-6-6 36-1 (big jackpot)
N P cy - Zowie Slot Variont: Use 3d8 instead of 3d6. The odds on any given
combination are changed from 1 :216 to 1 :512. Payoffs are as follows:
6-6- 1 PAYS 2-1 1 = LEMON
6-6-2 4- 1 2 = ORANGE
I \ I \ P 6-63 6- 1 3 = BAR
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66-4 8- 1 4 = BELL
6-6-5 10-1 5 = PLUM
6-6-7 12-1 6 = CHERRIES
6-6-8 15-1 7 = ANCHOR
1-1 -1 8- 1 8 = CROWN
2-2-2 12-1
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0 1 3-3-3 14-1
4-4-4 16-1
5-5-5 20- 1
6-6-6 24- 1
7-7-7 50-1 (jackpot)
8-8-8 100-1 (zowie jackpot)
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Dice Racing: Use a checker board. Four players maxlmum place their
tokens on alternate rows. The object is to move the token to the end of the
board, sideways one, and then back on the adjacent file to the first row. A
A I roll of d6 determines the number of spaces each player moves. Wagers are
to be made prior to commencement of game.
In Between: Roll 3d20 - 2 white and 1 of a different color. The player
must roll in between the 2 white dice with the colored die. Equaling a
number is a loss. If the 2 white dice equal each other, the loss is automatic.
Odds are always 5:2 before dice are cast. Note: A crooked house might
point 1 1 sides of a die black ond only 9 red.
Cord Games:
Twenty-one A 52 card deck is used, each player betting against the
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