Games and gambling
Games of luck or skill are commonly seen played in taverns, clubs, camps, and elsewhere where people gather with time and gold to spend.
Gnome Fold
This popular card game can be played both one-on-one or at bigger tables, where the pots can grow very big quickly. A friendly game at a tavern might have a bet of only one or two gp, but in a high-roller gambling den thousands of gold may change hands each round.
The game was invented by Cormac Moonshot, and it remains very popular among gnomes, but it has spread to all corners of the islands. A normal gnome fold deck contains 12 cards of each of the following suits: Stars (blue), Moons (yellow), Berries (red), Thorns (green).
First, each player antes an equal amount into the pot (this is the bet size for the game) and rolls 3d12, not showing the result to opponents. Each player in order around the table can then raise, (adding another bet to the pool and re-rolling one of their dice), check (passing the turn), or fold (conceding the pot but recovering half their total bet). Each player gets two opportunities to raise, check, or fold. At the end, each contestant shows their hand, with the highest total winning the pot.
A player with proficiency in Playing Cards can add their proficiency bonus to their total at the end of the game.
Variants
Play more raise rounds, or play with bigger hand size (4d12 or even 5d12).
Cheating
Not all who gamble play by the rules of the game. Here are some ways to gain an unfair advantage, and they provide a framework for how the DM should adjudicate any other shenanigans players might come up with. If you are caught cheating you might be barred from playing completely, make an opponent hostile, or just forfeit that round, depending on the severity of the infraction and the disposition of the opponents.
Swap an additional card.
When you make a raise, you can make a Sleight of Hand check, with the DC being the highest of your opponents passive Perception. On a success, you swap an additional card. On a failure, your opponents spot you trying to cheat.
Ace in the sleeve.
You can attempt to swap a card for one on your person. Make a Sleight of Hand check with disadvantage against the highest passive Perception at the table. On a success, you replace a card in your hand with the highest value for that die.
Peek at an opponents card.
You can make a Perception check against the target's passive Perception. On a success, you learn the value of one of their cards. If you succeeded by more than 5, you learn the value of two of their cards, and if you succeeded by more than 10, you learn all of their cards.
Elevens
Elevens is a dice game, usually enjoyed in bars and gambling dens. It is most commonly played with a communal pile of six-sided dice. Rolls are open, and playing against what the opponents got is a core part of the game.
The goal of the game is to get a score as close as possible to 11, but not higher. Each player starts by betting into the pot and rolls 2d6. Afterwards, the turn goes around the table, and on their turn players may roll an additional d6 and add the result to their total, or stay put (once they stay they cannot chose to roll again). If a player's total goes above 11, they lose. Each hand, which player goes first changes, as it is an advantage to go last.
Whenever a six is rolled, it counts it as either 1 or 6 (the number can be changed once chosen). Getting a five and a six in the opening roll is called 'elevens', and automatically wins.
When all players have chosen to stay put or gone bust, the player that is closest to 11 without going over wins the pot. On a tie, or if all players get above 11, the money stays in the pot until a winner is found on subsequent rounds. Players must bet again to join the next round, making these pots substantially bigger. These big pots are called 'doubles' after the first tie, and then 'triples' and so on.
If you are proficient with the dice set and you get the same value on your initial dice, you can choose to split them and play each total separately and use your best total at the end.
Dragonchess
This skillbased game of strategy and tactics is favored among the nobility for its nuances and very high skill ceiling, and it is often compared to leading troops into battle. It is rarely played for gold, but rather for the glory of winning. It has its origins in the upper classes of the Teccan Empire.
Dragonchess is played on a round board that is divided into concentric rings, with each ring being further divided into segments, with rings closer to the center having less segments. The center circle is called the lair, and the goal of the game is to control the lair by outmaneuvering the opponent's dragons.
Each player brings their own set of 10 identical pieces, which are usually carved to look like dragons of a specific color, but leaves room for each player to customize them - a rich nobleman might play using a set of golden dragons that actually are made from gold. A skilled wizard might use a spell to conjure illusory pieces that appear to fly around the gameboard, controlled only with the mind.
To play, the players make three opposed Dragonchess set (Intelligence) checks, representing the opening, middle game, and end game. A natural 20 is an especially brilliant move that counts as two wins. A natural 1 is a major blunder that gives your oppponent two wins. If the players are tied at the end, a tiebreaking check is performed.
It is not possible to use guile to cheat in dragonchess - all the pieces are in the open, for all the players to see. This fact is seen as a virtue among those who practice it. Regardless, competition at the very highest levels takes place in an Antimagic Field, to prevent the usage of a Ring of Puzzler's Wit or similar.
Boons
Through study and mastery of the game, you might acquire these boons for playing.
Opener Analysis
You have scrutinized the first moves of a game of dragonchess in detail. You have advantage on the first Dragonchess check in each game you play.
Wing Gambit
Sometimes, you can force your opponent into a position that is worse in the long term by sacrificing a minor piece early. You can give yourself disadvantage on your first Dragonchess check in games you play to give yourself advantage on the second and third checks.
Soaring High
You are a master of continuing an attack to victory. When you win an opposed Dragonchess check by more than 10, you gain advantage on your next Dragonchess check.
Dragonchess Master
You have played many, many games and know how to avoid simple mistakes. Any time you make a Dragonchess check, you count a total result below your level as equal to your level.
Three-dragon Ante
In this game, the goal is to keep track of a small ball or figurine that is passed between identical cups. This is mostly used by charlatans to fleece people on the streets out of a few silvers, but some play it for higher stakes - a casino might even have dedicated dealers.
The hiding player makes a Three-dragon Ante (Dexterity) check, while the spotting player makes a Perception check (if the spotter is proficient with both Three-dragon ante set and Perception, they gain advantage). The higher check (hider wins a tie) wins the pot. In casinos, the dealers are usually quite skilled (+7 to +10 modifier on their hide rolls) and will offer 'double or nothing' deals to maximise their profits.
Variant
The players take turns to spot and hide, perhaps playing 2 rounds of each with the player who won the most rounds claiming the pot.
Cheating
Cheating is rampant in three-dragon ante, especially in less-regulated locales. In those cases, swindlers might use shills or other techniques to make the game appear legitimate.
Hide the ball.
Make a Sleight of Hand check against the opponents rolled Perception check. On a success, you hide the ball from them. On a failure, they spot your cheating.
Swap offer.
The hider might reveal an empty cup and offer the spotter to switch their choice, either as a distraction, or as part of a scheme to make them double their bet.
Precision sports
For as long as missile weapons have been around, people have competed to see who is the most accurate with them. In a bar, revelers might play darts with a friendly wager, or a major noble might stage a whole archery tournament with a bag of gold for the winner.
To play, each contestant makes attack rolls with their weapon against a target. For darts, the target is usually around 15 feet away, and for archery it might be up to a 150 feet away. Spears, crossbows and other ranged weapons are rarely used for this purpose, but it is not outside the realm of possibility.
Each player has a predetermined number of shots (most commonly 3) to make the highest point total by getting as close to the center as possible. A critical hit hits the bullseye for 10 points, and a critical miss always scores 0 points. Otherwise, the score is calculated as (attack roll - 10) / 2
.
After each contestant has made their shots, the highest point total wins. If it is a tie, the leaders go to a shoot-off, shooting one arrow each at a time until a winner is determined.
Attack Roll | Points |
---|---|
-10 | 0 |
11-12 | 1 |
13-14 | 2 |
15-16 | 3 |
17-18 | 4 |
19-20 | 5 |
21-22 | 6 |
23-24 | 7 |
25-26 | 8 |
27-28 | 9 |
29- | 10 |
You can use your combat features at will in these competitions, atleast against the target. You do not gain any benefit from being hidden from the target.
If you have the Sharpshooter feat (and the game uses weapons compatible with the feat), your attacks score a critical hit (bulleye) on a 19.
Variants
Instead of a set number of arrows, the winner is the one with the most point scored in a given timeframe, for example 2 rounds of combat, or the first person to reach a certain number of points, for example 25 (with rolled initiative).
Armwrestling
A game of brawn that does not need any extra equipment. The players sit opposite each other and try to force the other's hand to the table.
To win, a player must succeed on two contested Athletics checks in a row. However, if you are close to winning, leverage works against you - you have disadvantage on the next check after you win one.
Variants
A lit candle can be placed where each players hand is pushed towards, making the loser take 3 (1d6) fire damage.
Goals:
- Integrate proficiency with the relevant gambling sets
- All characters should be able to compete
- Obviously Deception and Sleight of Hand will be favored for cheating
- Cha based game of skill?
- Flyting
- Instrument battles