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CREATORS: Elves
OPERATOR: Nil
DICE TYPE: 3d6
Any number can play. Each player throws the dice to determine the
order of play; the player making the highest score goes first, next
highest second, and so on. The low man then throws one die and the
number thrown becomes the point number. The high man begins throwing
all three dice, and scores one point for each point number thrown. He
continues to throw as long as he throws point numbers, which are added
as he goes along. When he fails to throw a point number on any throw,
the dice pass to the next player.
DICE
CREATORS: Humans
OPERATOR: Nil
DICE TYPE: 2d6
A player rolls two dice. Any result that adds up to six (i.e. 2-4,
5-1) or has a six in it (i.e. 6-1, 6-2, 6-2, 6-3, 6-4, 6-5) requires
the player to take a "good" gulp of beer. Any result of double 2s, 4s,
or 5s requires the player to drink that many (2, 4, or 5) "good" gulps
of beer. A player that rolls double 3s is penalized twice, for getting
doubles and adding up to six. Thus, four "good" gulps (or 2 if played
with the modified rules). The killer is double 1s or double 6s. For
these results the player does a SHOT of his/her favorite poison (i.e.
J.D., Southern Comfort, tequila, etc.). A player continues rolling
until he/she gets something that he/she doesn't drink on (i.e. 1-2, 1-
3, 1-4, 1-5, 2-3, 2-5, 3-4, 3-5, 4-5). If the dice leaves the playing
surface (i.e. table, bar, etc.), the player is rewarded with a gulp of
beer.
LIAR
CREATORS: Humans
OPERATOR: Nil
DICE TYPE: 5d6
Any number can play. Five dice are used with a dice cup. Each
player throws five dice and the player throwing the highest poker hand
(ace is high, and 6, 5, 4, 3, 2 represent king, queen, jack, ten, nine,
respectively) takes any seat and is the first shooter; the player
throwing the second highest hand sits at his left and shoots second;
and so on.
When a player has placed all three of his betting units into the
pot, he drops out of the game and the other players continue until only
one player is left who still retains one or more of his original three
units. This player is declared the winner and takes the pot.
The player on the left of the first shooter begins the next game.
MARINER
CREATORS: Sailors
OPERATORS: Nil
DICE TYPE: 5d6
Each player in turn is allowed three throws and first tries to get
a 6, 5, and 4 in that order; the 6 represents the ship, the 5 is the
captain, and the 4 is the mate. If a 6 and 5 appear on the first throw
the player puts those dice aside and rolls the remaining three dice
trying to get a 4. If a 6 and 4 appear on the first roll, the 4 cannot
be used until a 5 has been made and the player sets aside the 6 only
and throws four dice on his next throw.
CREATORS: Dwarves
OPERATOR: Nil
DICE TYPE: 1d10
The dwarves created this game after creating the ten sided die.
Once upon a time, a dwarf made a die by carefully carving numbers into
a gem he had. The idea caught on by dwarves everywhere. Unfortunately,
no dice games existed for a ten-sided die, so they made one. In the
original game, ten dwarfs played for the 1000 gold pieces (100 gold
pieces per player). Of course times change.
Any number can play now and the players can be of any race. Each
player puts a stake (the amount decided unanimously among the players)
in the center forming a pool and each player throws the die to
determine order of play, low man going first, next highest next, and so
on. The players throw the die in turn and continue to throw, adding
each number thrown to the previous one and calling out the totals. The
object is to reach 100 or approach it as closely as possible without
passing it. Players passing 100 are busted.
The player who comes closest to 100 wins. Ties divide the pool.
Most players throw again at 94 or less, stop at 95 or more.
ROTATION
CREATORS: Humans
OPERATOR: NIL
DICE TYPE: 2d8
This dice game originated from the humans who like a simple
drinking game. After all, once a player puts down a couple of drinks,
the rules tend to get complicated.
Any number can play, two dice are used, and any player may go
first. On the first round each player throws once and tries to make 2.
If successful, he scores 2 points, if not he scores nothing. On the
second round each player shoots for a 3 which, if made, scores 3
points. All of the fifteen number combinations possible with the two
dice (2,3,4,5,6,7,8,9,10, 11,12,13,14,15,16) are played for in this
manner, beginning with the lowest. The player having the highest total
score after all numbers have been shot for is declared.
CREATORS: Dwarves
OPERATOR: Nil
DICE TYPE: 1d10
Another simple game of the dwarves where the participants can get
quite intoxicated quite nicely.
THIEF
CREATORS: Humans
OPERATOR: Nil
DICE TYPE: 2d6
This confusing game was created by some nobles so they would have
a drinking game that few low-lifes could learn. Unfortunately, they
have trouble with the game.
2 & 1 - Thief, the highest possible roll. The eventual loser has to
drink double the standard drinking quantity being used for the
game. Each subsequent thief in that round will double the
required drink for loser. This will be easily understood
later.
Double - Any doubles rolled scores 100 times the double (i.e., double 1
scores 100, double 2 scores 200 etc.).
The loser is the person who throws the lowest score. In the event
of a tie, all players with the lowest score must roll one dice and the
lowest number loses.
Play as many rounds as desired.
THREE MAN
CREATORS: Humans
OPERATOR: Nil
DICE TYPE: 2d6
A very fun beer-dice game. Supplies needed are beer and dice.
All participants sit in a circle. The first order of business is
to determine the Three Man. This is done by each player rolling a die
in turn. The first to roll a three becomes the Three Man (see below for
variation with the Beer Helmut.)
The player to the left of the Three Man goes first, and play
continues in a clockwise direction. The player then rolls both dice and
acts according to the following combinations:
Doubles: The roller has the option of giving both dice to one player
or one dice to two players. Whatever the case, the dice are rolled
and the number on the dice is what that person(s) have to drink.
(i.e. roller gives the dice to Y and Z. Y rolls a 3 and Z rolls a five,
Y drinks 3, Z drinks 5. Or Y gets both dice and rolls a 3:5, Y then
drinks 8). However, if the given dice roll to doubles, the original
roller has to drink that amount. But the original roller also keeps the
turn.
To condense everything:
To make the visual effect of the game more interesting, the Three
Man should have to were some of strange hat, the Beer Helmut. The
Helmut could be almost anything that can be worn on the head, orange
hunters' hat, goblin helmet, undergarments, etc.. But tradition holds
that the Helmut be made from a discarded casket of beer. Other
ornamentation may be freely added, such as a plume from feathers. It
should look like something worn into battle. Thus the name, Beer
Helmut.
When the Three Man no longer is the Three Man due to skillful
rolling, part of the ceremony is the passing of the Helmut onto the new
Three Man.
THRESHOLD
CREATORS: Dwarfs
OPERATOR: Nil
DICE TYPE: 1d6
CREATORS: Humans
OPERATOR: Nil
DICE TYPE: 5d6
The game is played by counting the "ones" that are rolled. The
person who rolls the seventh "one" gets to pick the shot that will be
consumed at the end of the game. The person who rolls the fourteenth
"ace" gets the honor of paying for the shot. The person who rolls the
twenty-first ace has to drink the shot. Play the game by taking die out
of the roll so that you only have one dice left when the twenty-first
ace is rolled. For example:
CREATORS: Unknown
OPERATOR: Thieves
DICE TYPE: 2d6
The only items needed for play are two die, a dice cup, and a
small layout. The layout is simply three squares in a row with the
following written in them respectively: UNDER 7, SEVEN, OVER 7. The
design sometimes simply being drawn on a rock with chalk or scratched
in the ground. The player puts his money on any one of the three spaces
and throws the dice. If he bets on UNDER 7 and throws any of the
numbers under seven, the bank pays him off at even money. The same is
true of the OVER 7 space. If he puts his money on the SEVEN space, he
is paid off at 5 for 1. No matter where they place they're money, the
bank's advantage is 16 2/3 percent.