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Tavern Games

In Gand there are a number of favoured and widespread games that bring merriment and joy to those who play. Commonly found in taverns and the dens of vagabonds, these gams encourage drinking and spending money. For most, tavern games are seen as an accent to a night of fun or as pass time or gamblers and layabouts. But those who favour unconventional business pursuits know that a tavern game is as important to operations as a contract or a handshake.   Three of the most common tavern games are Belly Up, Rat's Chance and Five-faced-fools.  

Belly Up

  Is widely considered to be the most low-brow of drinking games, but it's also one of the most popular and quick to pick up. It requires 2-10 player, a deck of cards and lots of alcohol.  

Setup:

  1. All payers sit at the table with a drink of their choice. 2. A deck of cards is split into four suits, each suit is played separately in turn.  

The Goal:

To not have the lowest card value through either luck or blufffing to give other players low value cards. The Player with the lowest card value at the end of each turn must drink.  

Turn Structure:

  1. Players sit in a circle with their drinks. The deck of cards is broken into four suits. Only one suit is played with for a round, there are four rounds.
  2. Each player draws a card from the deck the player with the highest card is the dealer for that suit.
  3. The dealer shuffles the cards and passes one card to each player. The players may look at their card before placing it face down.
  4. The player to the left of the dealer may choose to keep their card or swap it with the player sitting to their left, royalty cards cannot be swapped. each player has a turn around the circle until it arrives back at the dealer.
  5. Once the turn arrives back to the dealer dealer they may keep their card, grab a new card from the top of the deck, or steal a card from any player.
  6. Every player turns their cards 'belly up' showing the value. The player with the lowest value drinks and the next suit is played.
 

Optional Twist:

Rather than play four rounds all players have three lives, at the lowest value they lose a life and the game progresses until one player is left.  

Rat's Chance

Considered to be a more strategic and wiley game, rat's chance is played amongst commoners and nobles alike, the game is mostly played at events and taverns and is considered to be more of a money-making game. Played with 2-6 players.

Setup:

  1. All payers sit at the table with a drink of their choice. 2. Each player receives 2 six-sided dice, and antes a set amount of coin into the pot.  

The Goal:

To have the highest number on both dice, thereby winning the pot.  

Turn Structure:

  1. The Ante: Each player puts in at least 1 ire coin into the pot to start. The pot grows as rounds progress.
  2. Rolling phase: All players roll their two dice at the same time and cover the result with their hand.
  3. Call Phase (Optional bluffing):
    Starting with the oldest player, and then moving the the last rounds winner, each player may:
    -Press (raise the bet by adding more coins to the pot)
    -Call (match the current highest bet)
    -Fold (drop out of the round)
  4. Special Rolls:
    -The Serpent (double sixes): Automatic win unless someone else also rolls it.
    -Snake Eyes (double ones): Cursed roll — instant loss and double ante next round.
  5. Winning the Round: Highest total wins the pot, unless a Serpent or Snake Eyes changes the game. Ties go to a quick re-roll between players.

Optional Twist:

  • House Die: One extra die rolled by the tavern owner. If it shows a 6, all winnings are taxed.
  • Bluff Tokens: Players can try to bluff about their roll, but others can challenge — and the loser pays a penalty.

Five-faced Fools

This game is a rowdy, bluff-heavy game mostly played in taverns and inns of ill-repute. This is often played between business partners and to compliment back-alley deals. Played with 3-6 players each player get 5 six-sided dice and one cup or tankard.  

Setup:

  1. All players roll their five dice in secret using a cup or their hands to hide their rolls.
  2. Each player keeps their dice hidden
  3. Everyone antes into the pot

The Goal:

To be the last player not caught bluffing, or to truthfully claim the highest quantity of a specific number across all dice at the table.

Turn Structure:

  1. Bidding Phase (Bluffing Begins): The first player makes a claim about how many of a certain number are on the table (e.g., “There are at least five 4s”). The next player can either:
    -'Raise' the bid (e.g., “No, there are 'six' 4s” or “There are five 5s” — quantity must go up, or same quantity but higher face value)
    -Challengethe last player’s claim
  2. Challenging: All dice are revealed. 
    -If the claim was true, the challenger loses a die (or pays a penalty like doubling their next ante).
    -If the claim was false, the player who made the claim **loses a die**.
  3. Elimination: 
    -When a player runs out of dice, they’re out. 
    -The last remaining player wins the pot.

Optional Twist:

Special Rule – The Knave’s Call:

At any point, a player can declare “Knave’s Call” before their bid. They then claim an exact total (e.g., “There are exactly seven 3s”). -If correct when dice are revealed, they take the pot immediately. -If incorrect, they’re out of the round (or lose two dice, for less finality).  

The Cursed Fool: 

One die is a special colored die (represents a cursed bone). If it shows a 1, all ones are null for that round.  

Drunken Fools Variant:

Each round, the number of dice players start with changes, rolled at the start of the round generally rolled on a die by the winner of the last round. (between 2 and 6).

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