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Playing Cards, Playing Dice, Betting Games, and Drinking Contests

Card Games   Thieves’ Gambit
  1. Bet (Raise, Call, Fold)
  2. Roll d8.
  3. Bet (Raise, Call, Fold)
  4. Roll d6, add result to d8
  5. Bet (Raise, Call, Fold)
  6. Roll d4 in secret, add result to d8 + d6
  7. Reveal total. Highest total wins.
Queen’s Call
  1. Bet (Raise, Call, Fold)
  2. Roll 3d6
  3. Bet (Raise, Call, Fold)
  4. Reroll up to 2d6
  5. Reveal total. Three of a kind > Straight > All Evens > All Odds > Two of a kind
Dice Games   Tymora’s Blessing
  1. Bet (Raise, Call, Fold)
  2. Roll 2d6.
  3. Match initial bet to roll additional d6.
  4. Reveal total. Totals of 7 and 12 win.
Giant’s Ruin
  1. Bet (Raise, Call, Fold)
  2. Roll 4d6. Choose one to exclude and show the table
  3. Bet (Raise, Call, Fold)
  4. Reveal total of 3 dice. Highest total wins.
Betting   Animal Racing
  1. Place bet on one of five race animals.
  2. DM rolls 4d4 (1d4, then 1d4, then 1d4, then 1d4, if using a visual) for each animal. 
  3. Anyone who bet on animal with highest total doubles their bet. Anyone who bet on racer with second highest total gets their bet back.
Pit Fighting   1 vs. 1
  1. Match is 5 rounds.
  2. Contestants choose Strength (Athletics) or Dexterity (Acrobatics) as their fighting style.
  3. Contestants roll simultaneous checks, with the highest roller winning the round.
  4. On a 20, the contestant automatically knocks out his opponent.
  5. 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.
  6. 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.
  7. A knockout wins. Otherwise, best of 5 rounds wins.
Drinking Games   1 vs. 1 Race - Simulates chugging one drink
  1. 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.
  2. On a 1, the participant losses all accumulated successful checks and must start over.
  3. On a 20, the participant immediately succeeds on all checks.
Team vs. Team Race - Simulates chugging one drink
  1. 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.
  2. On a 1, the participant losses all accumulated successful checks and must start over.
  3. On a 20, the participant immediately succeeds on all checks.
1 v. 1 Contest - Simulates chugging multiple drinks, until one contestant throws up.
  1. Two opponents roll simultaneous Constitution checks for each drink consumed.
  2. The lowest rolling opponent takes a loss.
  3. First opponent to amass three losses throws up and loses the contest. On a 1, the opponent automatically losses.
Team v. Team Contest - Simulates chugging multiple drinks, until one contestant throws up.
  1. Two opponents roll simultaneous Constitution checks for each drink consumed in a round.
  2. The lowest rolling opponent takes a loss.
  3. First opponent to amass three losses throws up and loses the round. On a 1, the opponent automatically losses the round.
  4. First team to lose three rounds loses the contest.

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