Games and gambling

Games of luck or skill are commonly seen played in taverns, clubs, camps, and elsewhere where people gather with time and gold to spend.

Gnome Fold

This popular card game can be played both one-on-one or at bigger tables, where the pots can grow quickly. A friendly game at a tavern might have a bet of only one or two gp, but in a high-roller gambling den thousands of gold may change hands each round.

The game was invented by Cormac Moonshot, and it remains the most popular game among gnomes, but it has spread to all corners of the islands. A normal gnome fold deck contains 12 cards of each of the following suits: Berries (blue), Flowers (yellow), Thorns (red), Leaves (green).

First, each player antes an equal amount into the pot (this is the bet size for the game) and rolls 3d12, not showing the result to opponents. Each player in order around the table can then raise, (adding another bet to the pool and re-rolling one of their dice), check (passing the turn), or fold (conceding the pot but recovering half their total bet). Each player gets two opportunities to raise, check, or fold. Afterwards, each contestant still in the game shows their hand, with the highest total winning the pot. This can happen in any order, and there is much discussion among gamblers about when to show quickly versus when to play it slow. The last player who has not shown their hand is not allowed to fold.

A player with proficiency with Playing Cards can add their proficiency bonus to their total at the end of the game.

Variants

Play more raise rounds, or play with bigger hand size (4d12 or even 5d12).

Cheating

Not all who gamble play by the rules of the game. Here are some ways to gain an unfair advantage, and they provide a framework for how the DM should adjudicate any other shenanigans players might come up with. If you are caught cheating you might be barred from playing completely, make an opponent hostile, or just forfeit that round, depending on the severity of the infraction and the disposition of the opponents.

Swap an additional card.

When you make a raise, you can make a Sleight of Hand check, with the DC being the highest of your opponents passive Perception. On a success, you swap an additional card. On a failure, your opponents spot you trying to cheat.

Ace in the sleeve.

You can attempt to swap a card for one on your person. Make a Sleight of Hand check with disadvantage against the highest passive Perception at the table. On a success, you replace a card in your hand with the highest value for that die.

Peek at an opponents card.

You can make a Perception check against the target's passive Perception. On a success, you learn the value of one of their cards. If you succeeded by more than 5, you learn the value of two of their cards, and if you succeeded by more than 10, you learn all of their cards.

Elevens

Elevens is a dice game, usually enjoyed in bars and gambling dens. It is most commonly played with a communal pile of six-sided dice. Rolls are open, and playing against what the opponents got is a core part of the game.

The goal of the game is to get a score as close as possible to 11, but not higher. Each player starts by betting into the pot and rolls 2d6. Afterwards, the turn goes around the table, and on their turn players may roll an additional d6 and add the result to their total, or stay put (once they stay they cannot chose to roll again). If a player's total goes above 11, they lose. Each hand, which player goes first changes, as it is an advantage to go last.

Whenever a six is rolled, it counts it as either 1 or 6 (the number can be changed once chosen). Getting a five and a six in the opening roll is called 'elevens', and automatically wins.

When all players have chosen to stay put or gone bust, the player closest to 11 without going over wins the pot. On a tie, or if all players get above 11, the coins stays in the pot until a winner is found on subsequent rounds. Players must bet again to join the next round, making these pots substantially bigger. These big pots are called 'doubles' after the first tie, and then 'triples' and so on.

If you are proficient with the dice set and you get the same value on your initial dice, you can choose to split them and play each total separately and use your best total at the end.

Dragonchess

This skillbased game of strategy and tactics is favored among the nobility for its nuances and very high skill ceiling, and it is often compared to leading troops into battle. It is rarely played for gold, but rather for the glory of winning. It has its origins in the upper classes of the Teccan Empire.

Dragonchess is played on a round board divided into concentric rings, with each ring being further divided into segments, with rings closer to the center having less segments. The center circle is called the lair, and the goal of the game is to control the lair by outmaneuvering the opponent's dragons.

Each player brings their own set of ten identical pieces, which are usually carved to look like dragons of a specific color, but leaves room for each player to customize them - a rich nobleman might play using a set of golden dragons made from solid gold. A skilled wizard might conjure illusory pieces that fly around the gameboard, controlled only with the mind.

To play, the players make three opposed Dragonchess Set checks, representing the opening, middle game, and end game. A natural 20 is an especially brilliant move that counts as two wins. A natural 1 is a major blunder that gives your opponent two wins. If the players are tied at the end, the game is tied.

It is not possible to use guile to cheat in dragonchess - all the pieces are in the open, for all the players to see. This fact is seen as a virtue among those who practice it. Regardless, competition at the very highest levels takes place in an Antimagic Field, to prevent the usage of a Ring of Puzzler's Wit or similar.

Boons

Through study and mastery of the game, you might acquire these boons for playing.

Opening Analysis

You have scrutinized the first moves of a game of dragonchess in detail. You have advantage on the first Dragonchess check in each game you play.

Wing Gambit

Sometimes, you can force your opponent into a position that is worse in the long term by sacrificing a minor piece early. You can give yourself disadvantage on your first Dragonchess check to give yourself advantage on the second and third checks.

Soaring High

You are a master of continuing an attack to victory. When you win an opposed Dragonchess check by more than 10, you have advantage on your next Dragonchess check.

Dragonchess Master

You have played many, many games and know how to avoid simple mistakes. Whenever you make a Dragonchess check, you count a total result below your level as equal to your level.

Luckwheel

Played with two large wheels, each with every number from 1 to 20. First, bets are placed, then each wheel is spun. Each player can place multiple bets before each set of spins, with each one that happens paying out a multiple of the amount wagered. If both numbers comes up equal, the house wins all bets - an event that causes much jeering. In upscale casinos, this is sometimes ameliorated by the house buying each player a round when it happens.

BetPayout
First higher2x
Second higher2x
One odd and one even2x
Either one between X and X+53x
Both odd4x
Both even4x
Numbers within 55x
Numbers within 37x
Consecutive numbers10x
Either one equal to X12x

For example, a player bets 5gp each on 'Both odd', 'Either one equal to 9', and 'Second higher'. The croupier spins the wheels, and they come up 4 and 17. Only the last bet pays off, and the player receives 10gp for a 5gp loss.

This game is popular among elves, especially in Amnora. In elvish, the game is known as Rheasure.

Variants

Sometimes, the game is played with a pause between the spins where additional bets can be placed, but the payout of these bets is halved (1.5x minimum).

Three-dragon Ante

In this game, the goal is to keep track of a small ball or figurine that is passed between identical cups. This is mostly used by charlatans to fleece people on the streets out of a few silvers, but some play it for higher stakes - a casino might even have dedicated dealers.

The hiding player makes a Three-dragon Ante check, while the spotting player makes a Perception check (if the spotter is proficient with both Three-dragon ante set and Perception, they have advantage). The higher check (hider wins a tie) wins the pot. In casinos, the dealers are usually quite skilled (+7 to +10 modifier on their hide rolls) and will offer 'double or nothing' deals to maximise their profits.

Variants

The players take turns to spot and hide, perhaps playing 2 rounds of each with the player who won the most rounds claiming the pot.

Cheating

Cheating is rampant in three-dragon ante, especially in less-regulated locales. In those cases, swindlers might use shills or other techniques to make the game appear legitimate.

Hide the ball.

Make a Sleight of Hand check against the opponents rolled Perception check. On a success, you hide the ball from them. On a failure, they spot your cheating.

Swap offer.

The hider might reveal an empty cup and offer the spotter to switch their choice, either as a distraction, or as part of a scheme to make them double their bet.

Precision sports

For as long as missile weapons have been around, people have competed to see who is the most accurate with them. In a bar, revelers might play darts with a friendly wager, or a major noble might stage a whole archery tournament with a bag of gold for the winner.

To play, each contestant makes attack rolls with their weapon against a target. For darts, the target is usually around 15 feet away, and for archery it might be up to a 150 feet away. Spears, crossbows and other ranged weapons are rarely used for this purpose, but it is not outside the realm of possibility.

Each player has a predetermined number of shots (most commonly 3) to make the highest point total by getting as close to the center as possible. A critical hit hits the bullseye for 10 points, and a critical miss always scores 0 points. Otherwise, the score is calculated as (attack roll - 10) / 2.

After each contestant has made their shots, the highest point total wins. If it is a tie, the leaders go to a shoot-off, shooting one arrow each at a time until a winner is determined.

Attack RollPoints
-100
11-121
13-142
15-163
17-184
19-205
21-226
23-247
25-268
27-289
29-10

You can use your combat features at will in these competitions, atleast against the target. You do not gain any benefit from being hidden from the target.

If you have the Sharpshooter feat (and the game uses weapons compatible with the feat), your attacks score a critical hit (bulleye) on a 19.

Variants

Instead of a set number of arrows, the winner is the one with the most point scored in a given timeframe, for example 2 rounds of combat, or the first person to reach a certain number of points, for example 25 (with rolled initiative).

Armwrestling

A game of brawn that does not need any extra equipment. The players sit opposite each other and try to force the other's hand to the table.

To win, a player must succeed on two contested Athletics checks in a row. However, if you are close to winning, leverage works against you - you have disadvantage on the next check after you win one.

Variants

A lit candle can be placed where each players hand is pushed towards, making the loser take fire damage.

Cometball

Cometball is a popular sport played in opposing teams of four on a circular grass field. Each player is equipped with a bat, and the goal of the game is to get a ball through a central goal.

With matches relatively short, it is common for arenas to arrange two or more matches back-to-back. These events usually draw big crowds cheering for their team.

The Archivists hold a yearly cometball league between teams from each of their colleges. This league allows players to use magic, but only on themselves. The league is split in two legs, with twelve games being played in the autumn, and twelve games in the spring. Every saturday of active play, two matches are played back-to-back in the Greystone Arena. This means the teams play each other six times over the course of a season.

The Dawnstar Dragons are considered the best team, and have won the trophy three of the last five years, finishing second in the remaining two years.

Rules

A cometball match consists of two halves of 15 minutes each, and a team normally scores around points. If the teams are tied at the end of regulation, 5-minute overtime periods are played until there is a winner.

The field is 45 feet across, and is divided into three equal concentric zones, simply called the infield, midfield, and outfield. It is not allowed to score from the infield.

The goal consists of two circular hoops, 5 feet across, fastened at a right angle and suspended 15 feet in the air. Goals score two points if they pass through both hoops (double), and one point if it only passes through one (single).

At the start of the game, the players spread out around the edge of the outfield, the teams alternating around the entire field. Players must have one foot on the edge of the field when the umpire starts the game by tossing the ball in the air at the center of the field. This is called the scramble, and teams practice many strategies to emerge from it with the first possession.

If a player hits the ball such that it lands outside the playing field, the opposing team are given the ball from where it left the field. It is not allowed to score directly from these shots.

It is allowed to stop or swat the ball with the hands, but it is not allowed to hold it. This is most commonly done to stop the ball from going out of bounds.

If a player commits a foul, such as tackling a player from behind or hitting them with the bat, the opposing team is given a penalty shot, taken from the outfield with all other players on the other side of the hoop, ready to fight for the ball. These shots usually have about a 50-50 chance of scoring. Particularly nasty fouls may also incur being sent off the field, but this is rare.

Equipment

Cometball is played with a large shuttlecock, about two inches across with four-inch feathers. Cometballs are enchanted to hover about a foot off the ground, and they leave a trail of glimmering sparks in order to make the high-paced game easier to follow for the audience. The feathers cause the cometball to decelerate quickly when struck, making a cross-field shot unlikely to go out of bounds, even one hit by a very strong slugger.

The wooden bats have a semicircular cross-section, with a flat face and a rounded face for different types of shots. They are about three inches across and about three feet long including the handle, and can be made from any type of wood.

All players must wear leather helmets during play. Most players choose to wear more protective gear, especially gloves, kneepads, and elbowguards. Each player also wears a team uniform. Teams are often playful with the designs of their uniforms and protective gear.

Strategy

While the rules do not dictate any set positions for the players, two common systems have evolved. Some teams play closed, trying to keep the same positions throughout the game, while others play open, where all players are expected to adapt their playing style to the ball position. Both strategies have their ups and downs, and teams with both styles have found success.

Fly-stop

One player, the fly-stop, usually tries to stay opposite the ball from the hoop to catch and return any shots, competing with the opposing fly-stop. Goals do not stop play, and can be returned for another point (or a point back if the opposition scored), this is called a shiner. The fly-stop must be quick and agile. The fly-stop usually scores the most goals.

Blocker

One player, the blocker, stays close to the ball and tries to interfere with the opponents. This is the most physical position, and the most prone to injuries. The blocker's central position allows them to direct the play, and they are often the team captain.

Wingers

The last two players (the left and right winger) tries to get the ball and stay open for passes from whoever has the ball. Wingers require the most stamina, as they are always running.

Substitutes

Teams are allowed two substitutes, who can swap in at any time. For teams who play closed, this is usually a third winger and a second blocker. Teams who play open are more fluid, often just rotating through their players to let everyone catch their breath.