Playing Cards, Playing Dice, Betting Games, and Drinking Contests
Card Games
Thieves’ Gambit
- Bet (Raise, Call, Fold)
- Roll d8.
- Bet (Raise, Call, Fold)
- Roll d6, add result to d8
- Bet (Raise, Call, Fold)
- Roll d4 in secret, add result to d8 + d6
- Reveal total. Highest total wins.
- Bet (Raise, Call, Fold)
- Roll 3d6
- Bet (Raise, Call, Fold)
- Reroll up to 2d6
- Reveal total. Three of a kind > Straight > All Evens > All Odds > Two of a kind
- Bet (Raise, Call, Fold)
- Roll 2d6.
- Match initial bet to roll additional d6.
- Reveal total. Totals of 7 and 12 win.
- Bet (Raise, Call, Fold)
- Roll 4d6. Choose one to exclude and show the table
- Bet (Raise, Call, Fold)
- Reveal total of 3 dice. Highest total wins.
- Place bet on one of five race animals.
- DM rolls 4d4 (1d4, then 1d4, then 1d4, then 1d4, if using a visual) for each animal.
- Anyone who bet on animal with highest total doubles their bet. Anyone who bet on racer with second highest total gets their bet back.
- Match is 5 rounds.
- Contestants choose Strength (Athletics) or Dexterity (Acrobatics) as their fighting style.
- Contestants roll simultaneous checks, with the highest roller winning the round.
- On a 20, the contestant automatically knocks out his opponent.
- If a contestant's roll exceeds his opponent's roll by 10, the lower roller must make a DC 10 Constitution saving throw of be knocked unconscious.
- One time, at the end of any round, a contestant can make a DC 12 Charisma (Intimidation) check to attempt to unnerve his opponent. On a success, the opponent has disadvantage on his next roll. Alternatively, a contestant can make a DC 12 Charisma (Performance) check to attempt to gain the favor of the crowd. On a success, the contestant has advantage on his next roll.
- A knockout wins. Otherwise, best of 5 rounds wins.
- Participants must make increasingly difficult Constitution checks (DC 5, DC 10, then DC 15) (each check equals one gulp). First to pass all check wins.
- On a 1, the participant losses all accumulated successful checks and must start over.
- On a 20, the participant immediately succeeds on all checks.
- Participant must succeed on increasingly difficult Constitution checks (DC 5, DC 10, then DC 15) (each check equals one gulp). Once a participant succeeds his checks, the next person on his team starts his checks. The first team to have all participants meet their checks wins.
- On a 1, the participant losses all accumulated successful checks and must start over.
- On a 20, the participant immediately succeeds on all checks.
- Two opponents roll simultaneous Constitution checks for each drink consumed.
- The lowest rolling opponent takes a loss.
- First opponent to amass three losses throws up and loses the contest. On a 1, the opponent automatically losses.
- Two opponents roll simultaneous Constitution checks for each drink consumed in a round.
- The lowest rolling opponent takes a loss.
- First opponent to amass three losses throws up and loses the round. On a 1, the opponent automatically losses the round.
- First team to lose three rounds loses the contest.
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