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D&D Casino Game Mechanics Guide

The document outlines various gambling games suitable for Dungeons & Dragons, including Dice Jack, Barker's Dozen, and Roulette, each with specific rules for gameplay and betting. It also introduces additional games like Gambit, Dragon’s Hoard, and Copper Slots, detailing how players can win and the house's cut from the pot. Overall, it provides a comprehensive guide for incorporating gambling mechanics into D&D sessions.

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0% found this document useful (0 votes)
221 views5 pages

D&D Casino Game Mechanics Guide

The document outlines various gambling games suitable for Dungeons & Dragons, including Dice Jack, Barker's Dozen, and Roulette, each with specific rules for gameplay and betting. It also introduces additional games like Gambit, Dragon’s Hoard, and Copper Slots, detailing how players can win and the house's cut from the pot. Overall, it provides a comprehensive guide for incorporating gambling mechanics into D&D sessions.

Uploaded by

asheraryam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Gambling

#minigame

Twisted Pint Tavern: 5 QUICK & EASY Tavern Games to


Play in D&D! (How to Gamble in D&D)

Dice Jack

Blackjack with dice. First players ante up. Then they roll 2d6 and add
them up (hidden). They can optionally roll an additional d6 (open). Players
then compare their scores. Anyone over 12 busts. Highest score wins,
split the pot if there is a tie.

If they are playing against a dealer NPC, they are trying to beat their dice
total instead of other players. If a player beats the dealer they get x2 their
ante, if they tie they get their money back, if the dealer wins he keeps the
money.
The dealer must always roll a third die if their total is 8 or lower, and must
hold if it is 9 or higher. If the dealer busts (over 12) then all players who
didn't bust win (get 2x their ante).

Note. Players self-report if they bust. If someone has busted but did not
declare immediately and waited till being exposed, the round is void and
all bets are off.

Barker's Dozen

Goal is to get to 13 without going over. First they ante up, then they roll
2d6 (1 open). Optionally roll as many dice as they want (hidden). Players
then compare their scores. Anyone over 13 busts. Highest score wins,
split the pot if there is a tie.
If they are playing against a dealer the dealer will always roll an extra die
until their total is over 9.
Ships & Fleets

First players ante up, then they roll 3d6 in secret. They can choose any
number of dice to reroll for rounds 2 & 3. Then they reveal their hand.
Scoring: Each individual die is a "ship" of that value. Add up all your ships'
values. For example a hand of 3, 4, and 6 is a ship score of 14.
However 3 of a kind is called a "fleet", and a fleet of any value beats any
ship score, but loses to a fleet of a higher value. For example a fleet of all
1's beats a ship score of 14 but loses to a fleet of 3's.
The winner of each hand takes the pot, and split the pot if there is a tie.

Roulette

Every person picks up to 4 numbers from 1 to 20, betting an amount of


their choice on each number.
The DM rolls a d20, and if chosen number comes up, anyone who bets on
said number gets 4x the amount wagered.
There should be a minimum and maximum bet allowed.

Drinks!

Everyone drinks the same thing (ale, shots, etc). After each round,
everyone makes a constitution saving throw with DC 10 to resist getting
drunk.
After each round, DC increases by one e.g. on round 5 the DC is 14.
After 2 failed saves a players is out (they are passed out, too drunk to
walk or talk, or throwing up the last several round).

D&D Daily: How To Make D&D Gambling Better

See Exorbitant Dream Casino [Link] for expanded scenario.

All casino games have a minimum buy-in of 10 gp and only allow


increased bets in increments of 10 gp. During a betting round, players can
either call/check, raise, or fold.

Gambit
Each player rolls 1d8 without showing the result of the roll. Players then
place bets. All remaining players then roll 1d6 and add it to their previous
total. The final round of betting takes place, and then the totals are
revealed. The player with the highest total wins. Ten percent of the pot is
paid to the house.

Dragon’s Hoard

Each player rolls 3d6 and keeps their roll results hidden. Players then
place bets. Then the house rolls 1d6. Whatever number is rolled is
eliminated from the game. For example, if a six is rolled, all sixes that the
players have become null and void. A final round of betting takes place
before revealing the dice totals. The player with the highest sum wins. Ten
percent of the final pot goes to the house.

Rabble

Each player chooses a number between one and six. Then, the House
rolls 3d6. If the number the player chose is rolled once, they get one and
a half times their bid, if it’s rolled twice, their bid is doubled, and if it’s
rolled thrice, they get two and a half times their bid.

Spinner

Before the house rolls 1d20, each player must call either odds, evens,
ends (1 or 20), or a single number. Successfully calling odds or evens (not
including 1 or 20) pays 1.5 times the bid, single number pays 15 times the
bid, and ends pays out 5 times the bid.

Wally DM: How to Play D&D Casino Games - Keys from the
Golden Vault Review

Life and Death

Life and death is a dice game played between the house (represented by
a dealer) and a player. While up to five players can sit at a table, their only
opponent is the house.
To play, each player places a bet; once bets have been placed, the house
and the players each roll a d20. If a player rolls lower than the dealer, the
house wins. A player who rolls higher than the dealer reclaims the money
they bet and wins that same amount from the house.

War. A player who ties with the house has two options: the player can
surrender and lose half their bet, or the player can "go to war," in which
case the player must double their bet, and then the player and dealer both
roll again.
Push Your Luck. When a player wins a roll of life and death, they can opt
to push their luck on their next bet. In this case, they bet everything they
won on the last roll (their ante plus the winnings from the house). If they
win, the house pays double their bet.

Copper Slots

These machines, referred to by some casino patrons as "tricky devils," are


simple clockwork devices that accept copper coins. Each machine has a
spring-loaded lever and five identical spinning cylinders called reels. Six
golden, Infernal runes are painted on each reel. A player inserts between
1 and 9 copper coins into the machine's slot and pulls the lever, which
causes the reels to spin, stop, and display a row of five runes. The player
wins by matching three or more runes.

To determine the result of a pull, have the player roll 5d6 (the dice
represent the five reels of Infernal runes). The player's goal is to roll as
many of the same number on the dice as possible. The payout, if any,
varies according to the results, as shown in the Copper Slots Payouts
table.

5d6 Result Payout


Three of a kind 2-to-1
Four of a kind 4-to-1
5d6 Result Payout
Five of a kind 10-to-1

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