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Swapstone Dice

Vespero's Most Popular Tavern Game

"There are folk who spy our squabbles betwixt the four tribes and reckonin’ us a prickly, unsociable lot. But truth be told, we relish gatherin’ together, be it to test our mettle, to feast, or simply to play.   Take Swapstone Dice, for instance. Ye’ll find it near as everywhere in North Vespero, set out on wobblin’ tavern tables and inn floors sticky with old ale. Many a player tosses the stones without ever knowin’ the game was born here in Bittermarsh. Scarcely a soul among us who can turn down a game once the stones are rattlin’. In fact, I’ve wagered my own fair share in taverns far from home. Funny thing, that, once the dice are rollin’ and the laughter’s loose, folks tend to forget they were meant to eye a Zuqthiri witch like me with suspicion. I’ve seen more grudges soften over a game board than I can count. A shared game has likely stitched more peace into Bittermarsh than any diplomat’s pen ever managed.   And it’s far more fun besides."
— From: "Grolly's Almanac of Bittermarsh - Vol. 1" by Grollpleff 'Grolly' Bitterberry
  Swapstone Dice is a popular board game most commonly found in taverns across North Vespero. The objective of the game is to move one of four distinct playing pieces—the Wolf, the Crow, the Frog, and the Dragon—from the board's edge to the center by rolling dice. The core strategy revolves around the fact that each piece is assigned a different point value depending on the progress of the game. As players near the goal, a key "swap" mechanic allows them to exchange their own piece or an opponent's piece. This is typically used to prevent a rival from scoring with a valuable piece, or to seize a better position for oneself.   It is considered one of the oldest board games in Vespero, with scholars speculating it originated in Anatara as a variant of the game "Journey Around the Sun." The modern version popular today, however, was created in Bittermarsh and subsequently spread to the other realms. Traditionally, Swapstone Dice is a parlour game played between strangers in pubs, inns and taverns. Among the four tribes of Bittermarsh, it is customary to invite outsiders to join in a game. It is also frequently used as a form of gambling. Players contribute a fixed amount to a pot, and the winner receives the prize at the end of the game.

 

Culture and Etiquette

  Across the realms of Vespero, Swapstone Dice is regarded as a game for the common people, thanks to its simple rules and its association with taverns. Most public houses, from large city taverns to quiet roadside inns, keep one or more sets on hand for patrons. Some establishments even have dedicated tables where the game board is carved directly into the wood. As the game requires four people, it serves as a social catalyst; it is very normal for strangers to come together to play, inviting others in the room to join until the table is full.   Over time, a distinct etiquette has developed around the game. In casual play, rushing another player's turn is considered rude. Swapstone Dice is seen as a social activity, where conversation and drink are as important as the game itself. Locals and regulars will often insist on finishing a thought or sentence before picking up the dice. This relaxed pace is one of the major reasons the game is so popular in pubs, as it encourages patrons to stay longer and order more drinks. Furthermore, many players have their own custom figurines. While taverns usually provide a set, these are often dirty, chipped, or missing pieces from constant use. Courtesy dictates that one never touches another player's personal pieces; when a swap is forced, the opponent is told which pieces to switch, and the owner moves them themself.   The etiquette shifts noticeably when money is involved. Should players agree to a winning pot, the betted coins are placed on each corner of the table, in clear view of all. Small talk is reduced in favor of a quicker pace, and the game often ends before it is fully completed. Once a clear winner can be mathematically determined, the game concludes instantly rather than having the remaining players compete for second place. To prevent cheating with weighted dice, it is customary for games with a money pot to use a single, shared die. In any case of cheating or a dispute over rules, the innkeeper acts as the arbiter, and their decision is final.   A popular variant, sitting between a casual game and a betting game, is the Last Stone Gamble. Before a match begins, players can agree to this rule: the player who finishes in last place must pay for a round of drinks for the others, usually right before the next game starts.  

 

The Four Pieces

  The most iconic version of Swapstone Dice is played with four pieces: the Wolf, the Crow, the Frog, and the Dragon. Historically, however, the game was likely played with literal stones, such as different colored riverstones or pebbles. The oldest surviving set uses flat stones with markings carved into them to tell them apart. While the exact reason for the shift to animal-themed pieces is a matter of speculation, a popular theory suggests they represent the major regions surrounding Bittermarsh: The Wolf stands for the Kingdom of Demenore, the Crow represents Morvathia, the Dragon is associated with Valleterna and the Frog is a symbol for Bittermarsh itself.   At the start of the game, each piece is of equal value, so there is no strategic advantage in the initial choice. Nevertheless, regular players often assign personality traits to the type of person who prefers a specific piece. The Frog, for example, is said to represent humility and patience, chosen by players who embrace the chaotic, unpredictable nature of the game. A player favoring the Crow is considered intelligent and observant, often seen as an opportunist or schemer. Those who prefer the Wolf are viewed as strategic and ruthless, enjoying the thrill of the hunt, while a player starting with the Dragon is considered ambitious, proud, and straightforward.   While the Wolf, Crow, Frog, and Dragon are standard, certain regions use a slightly different set of pieces. In the Silverwild of Thaldrune, for example, the Owl replaces the Crow, and the Bear replaces the Frog. The game is less popular in the Divine Dominion of Galdorsmynd, but it is sometimes played with the "Imperial Set," which features the Eagle, the Lion, the Horse, and the Chalice. Some older sets from Demenore used differently shaped knight figures, while some Valleternan versions featured different kinds of dragons. These variants are no longer in active play, as most taverns and pubs unified their sets to make it easier for travelers from different realms to play together. As a result, such old sets have become highly valued items for collectors and historians.

 

Rules of Play

  While some regional variants exist, the most common rules for Swapstone Dice are as follows:   The game is played on a board with a specific path of 39 steps leading to the center. Each of the four players starts on a different side of the board and is given a set of four pieces: a Frog, a Wolf, a Dragon, and a Crow. At the start of the game, each player places one piece of their choice on their starting position, the Gate. The starting player is determined by who rolls the highest number on a single die, with turns proceeding counter-clockwise.   Scoring is based on the order in which each type of piece reaches the center. The first player to get a specific piece (e.g., the Frog) to the middle earns 4 points for that piece. The second player to finish with their Frog earns 3 points, the third earns 2, and the last earns 1 point. This scoring system applies independently to each of the four piece types. For example, even if a player is the last to finish with their Dragon and only receives 1 point, they can still be the first to finish with their Wolf and earn the full 4 points for it.   On their turn, a player rolls a single die and moves one of their active pieces that many spaces along the path. Pieces can be in one of three states. They begin "in reserve," meaning they are off the board. Once a piece is brought onto its starting space, it is considered "in play" and can be moved. When a piece reaches the center, it is "home" and placed on the point counter of the corresponding type, where it can no longer be swapped or kicked. The player can then bring a new piece into play from their reserve on their starting location, if they have no other piece in play.   The board also contains three types of special fields.
The Gate

The four Gate fields correspond to each player's starting location.   Landing on an opponent's Gate field allows the active player to bring another one of their own pieces from reserve onto their own Gate, giving them multiple pieces in play to choose from on their turn.
The Turning Ring

The Turning Ring allows a player who lands on it to swap that piece with another one of their own pieces, whether it is in play or in reserve.   If a player has no other pieces to swap with, they instead move their current piece two steps forward, though this bonus move cannot activate another special field.
The Grasping Ring

The Grasping Ring allows a player to force a swap upon an opponent. The active player may choose any opponent's piece and dictate which of that opponent's other pieces, from in play or reserve, it must be swapped with. If the targeted opponent has no other pieces, their piece is instead moved three steps backward, though not past their own Gate. This penalty move also does not activate any special fields.

Player interaction is a key part of the game. If a player's piece lands on a space occupied by an opponent, that opponent's piece is "kicked" and sent back into their reserve. If the kicked player has no other pieces in play, they may immediately place a new piece on their Gate. If the starting space is already occupied when a piece is brought into play, the piece occupying it is also kicked. A player cannot, however, have two of their own pieces on the same space; if all of their legal moves would result in this, they must skip their turn.   To enter the final, central field, a player must roll the exact number required. If they roll a higher number, their piece moves into the center and then "bounces" back out for the remaining number of steps. The game concludes when all sixteen pieces from all players are home. The player with the highest total points is declared the winner.  

Variant Rules

  While the standard rules provide a solid foundation, a handful of variant rules are more or less common depending on the region.  
The Chase
  By far the most popular of these is "The Chase," a rule so ubiquitous that the game is rarely played without it. In this variant, the player with the lowest current point total is considered to be "chasing." A chasing player who rolls a six on the die moves their piece normally and is then granted an immediate second turn. This repeats until they roll something other than a six. It is possible for multiple players to be chasing simultaneously if they are tied for the lowest score.   As all players begin the game with zero points, everyone starts the game chasing until one player earns points and takes the lead. This rule serves a dual purpose: it speeds up the beginning of the game when the swap mechanic is less relevant, and it provides a valuable catch-up opportunity for any player who has fallen behind.
Imperial One
  When a player rolls a one, they must bring a new piece from their reserve onto their Gate, if they have any available. The player then rolls again and must move that newly placed piece. This rule is frequently used in Valleterna and Morvathia but is less common in Bittermarsh and Demenore.   The Imperial One forces more pieces into play quickly, leading to more player interaction and a more dangerous board. However, opinions on the rule are split; while some enjoy the unpredictable and thrilling nature it brings, others dislike that it often prolongs the game due to more pieces being kicked back to reserve.
Swapstone Alliance
  This variant changes the game from a four-way free-for-all into a team-based strategic battle. Players sitting opposite each other form a team. Their final scores are combined to determine the winning team. Teammates cannot "kick" each other's pieces. Furthermore, when a player lands on a Grasping Ring, they can also decide to swap their own game pieces with those of their teammate and vice versa, in order to potentially move them into a more advantageous position.
First to Twelve
  Finally, for those seeking a much faster game, there is the First to Twelve variant. Instead of playing until all sixteen pieces are scored, the game ends the moment a player's point total reaches twelve or more. That player is immediately declared the winner. This changes the dynamic of the game, shifting the focus to an aggressive race to score high-value pieces as quickly as possible. It is often favourited in a game with a winning pot.

Comments

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Dec 18, 2025 01:32 by Tim Day

I would totally play this. Like fantasy Ludo except with more tricksiness. Nice.


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Dec 18, 2025 10:08

Thanks! It is based on Ludo indeed. Would be cool to make the board and pieces and try it out in real life one day x3

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