Your players
likely enjoy playing games other than Dungeons and Dragons, and their
characters probably like games as well, games are universal.
So there really
should be more gambling and game playing in D&D. There are some modules
with gambling rules in them (The Secret of Bone Hill comes to mind), and the
first edition Dungeon Master’s Guide even has games listed at the end.
So I’ve done two things, I’ve brewed up a few games for you to use in your game,
and I have some suggestions on how to incorporate existing games into your D+D.
1. Play the
Game
First off, don’t
simulate games with rules (e.g. “your character has a 2 in 6 chance of beating
Ogwallow at cards”), actually play the game.
2. Dice Games!
They already
love rolling dice, and think of a group of mercenaries, or orcs for that matter,
shooting dice. It’s practically a fantasy trope.
The names are
meant to be D&D themed, but you can obviously change them to fit the flavor
of your campaign.
Orc Bones
- every player
antes
-every player
takes a d6
- every player
rolls
- goal is to
singly or in teams take out others
- players
announce who they are teaming with (proposed teammates must consent) and
declare who they are attacking, or single players announce direct attacks on
single victims
- when a
declared attack on a victim or victims with less combined total than their
aggressors occurs the lowest roller in the victim group drops out
- if a player
from outside the aggressor and victim group wants they can declare to add their
roll to the victim's after the aggressor's attack is announced
- then another
outsider could add to either side, etc.
- once an
attack is declared, however, it cannot be changed
- once the
first round is done everyone still standing antes again and play continues.
- goal is to be
last roller standing
Dragon’s Foot
Dragon’s foot
is generally played with 10 or more players
- All players
ante with a coin (cp,sp,gp)
- All players
grab d4s
- Everyone
rolls
- Low rolls
lose (they have been stomped by the dragon's foot)
- Top roll wins
- If more than
one person ties for top result then they all ante again to buy in to the next
round or exit, all those who tied for top result but do not want to continue or
those who lose the roll toss in a coin and exit the hand
- The survivors
roll d6
- If more than
one person ties for top result then they all ante again to buy in to the next
round or exit, all those who tied for top result but do not want to continue or
those who lose the roll toss in a coin and exit the hand
- The survivors
roll d8
- repeat, then
d10, then d12, then d20.
Etc.
- if tied at
d20 then all players will roll off until there is one winner.
- If someone
not going forward is willing to throw in the ante amount they can allow either
player to re-roll a result (this can be done once for either side).
- The hand ends
when there is only one player going to the next round, that player takes the
pot.
3. Card Games
Bring a deck of
regular cards to your D&D game. You can play an existing card game like
poker, or add one of the games below to make it more exotic.
Storm Giant
- Every player
gets 7 cards
- Every
numbered card but face cards are added together
- If you get a
jack you play it and get an extra card
- If you get a
queen you can play it and steal a card from another player, at the cost of an
ante
- If you get a
king and you can play it and swap out one of your cards, at the cost of an ante
- If you have
more than one face card you can switch all of them out, at the cost of an ante
- You can trade
cards with another player after the face card switchouts, at the cost of an
ante for both players
- once all
swapping and trading is done, all bet on their hands having highest total score
Cavalier’s
Courage
- all players
ante with 1 coin (cp, sp or gp depending on the level of game).
- players are
dealt 5 cards
- face cards
are ranked from lowest to highest: jack, queen, king and ace (court assassin).
- doubles beat
singles of the same card (two jacks beat one)
- triples beat
singles and doubles of the same card (three jacks beat two)
- regular cards
can be added together, and if their total adds up to exactly the value of a
face card they may substitute, with the face card values being jack=11,
queen=12, king=13 and ace=14 (ega 7 and a 4 equals a jack)
- each player
gets one exchange of 2 cards for the cost of 1 coin
- when final
cards are allocated each person decides if they want to be "in", if
so they secretly put a coin in their hand, if not they don't
- on the count
of three everyone reveals what is in their hands
- if no players
are in each must match what is in the pot and they start a new hand with new
ante, etc
- if more than
1 player is in the winner takes the pot
- player with
the most face cards wins (remembering that two non-face cards may “add up” to a
face card and substitute for one), if two players have the same number of face
cards the player with the highest face cards wins
- if two
players have the same number and type of face cards, they fold, match what is
in the pot, and the play continues.
- if someone
wins the pot with highest hand then everyone antes again and you keep playing
Fireball
- Everyone
antes
- All cards in
play
- Each player
given five cards
- Numbered
Cards valued at face number (e.g. a 7 is worth 7)
- Face cards
valued 1 for jack, 2 for queen, 3 for king, 4 for ace.
- Each player
adds top two numbered cards + highest face card together=score
- All players
bet on basis of getting the highest score or fold
- Each player
gets a discard and draw of two cards
- All players
bet again or fold
- Each player
gets a discard and draw of 1 card
- All players
bet again or fold
- Cards are
shown, high score (top two cards plus highest face card) wins
- The Jack of
diamonds is a natural "fireball", if you get it you automatically
take the hand
Dueling
Warlocks
- You must have
at 4 players for this game.
- Deal out all
the cards face down to each player
- All players
show their top card, highest card “wins” and collects all other cards and sets
them in a separate pile.
- everyone who
“lost” has to give one coin to the winner.
- next card is
turned, highest card “wins” and collects all other cards and sets them in a
separate pile.
- if the cards
are equal, all of those tied leave that card up, “burn” another card face down,
and flip the next card, those who did not have “equal” cards (e.g. the losers)
have to give one coin to each winner as they exit the hand.
- if there is
another tie you burn another card and flip again.
- Continue
until you get a high card rather than a tie, and the high card takes all of the
opponents cards (even the “burned” ones).
- The game
continues until someone has all the cards.
Hydra
- All face
cards are worth “10”
- the goal of
the game is to total your cards to 15
- each player
antes
- each player
is dealt 7 cards
- the dealer
burns one card to establish trump
- the first
player must follow suit, if that card produces a 15 (say the first card was a 7
of spades, and the first player played a 8 of spades) then the player takes the
two cards away for 1 point, everyone else drops a coin worth the ante in the
pot, and the next player in sequence must play a card of whatever suit they
like
- the next
player must follow suit, if this produces a 15 they can take both cards and get
a point, everyone else dropping in a coin, etc.
- if the cards
total more than 15 another card must be played until the total is 30 or more,
at which point the next player can play whatever suit they want and the
totaling restarts.
- The player
with the most points at the end gets the pot.
- variations on
the game go for different totals other than 15 (e.g. the hydra in the standard
game is 15 heads…)
4. Other Games
Don’t be afraid
to import other games or game props whole cloth into your D&D.
I often bring a pack of Tarot cards to the game if the players are going to be
in a marketplace or city. If they pass by the fortune teller I can actually lay
out cards for them and improvise a reading, dropping in hints relevant to their
quest or otherwise (a great distraction). It also gives you good role playing
opportunities. Tarot cards pack small, so that’s a bonus, and you can get many
variations on the standard Tarot, so go nuts.
And it’s also
cool to just bring in a game like chess to D&D. Yes, a chess game can take
a long time, so you can’t necessarily run a whole game. But you can use the
game as part of the environment.
Another thing I’ve
done is to bring new games that I find in real life into D&D. We live in a
time of rich board gaming culture, so mine it. I’ve brought this to the D&D
table before:
The premise of
the game is that you have a “king” and a “throne”, taking the opponent’s king
or throne (the king gets to move around) wins the game. Each player has a king
and four playing pieces. Each player is dealt two “move” cards, in regular
chess terms a player could be given a “knights” move and a “bishops” move, but
in this game the moves are named after animals and are variations on chess
moves. One card allows you to move one square to the front, right or left for
example.
The neat thing
is that any piece can move using the move indicated on one of the player’s two
cards. However, when they make the move they take that card and put it in a
discard pile, taking the card that was in the discard pile already. That way
the cards are constantly cycling through both players, and part of the strategy
is to know you are getting card “X” when you next lay down a card.
Games take
about 10-15 minutes to play. Most games these days have a time indicator that’s
relatively accurate on the outside of the box, so just pick games that are in a
reasonable time window and you are good to go.
5. General Rules for Cheating at Cards and Dice
5. General Rules for Cheating at Cards and Dice
Just for fun.
To represent
the ability to distract, move quickly, cut cards, count cards, swap dice, etc.,
the following stats can be used (but NOT stacked). Note that a re-roll or
re-draw doesn't mean that the character actually re-draws the card, but the
player gets to, so the original result never happened (this emulates their
skill at cards).
A. Charisma -
players who get a bad roll or draw can re-roll (for dice) or re-draw (for
cards), % chance of success is equal to their charisma score + level. If they
fail the attempt to cheat is not caught.
B. Dexterity -
players who roll unfavorably can re-roll (for dice) or re-draw (for cards), % chance
of success is equal to their dexterity score + level. If they fail the attempt
to cheat is caught.
C. Intelligence
- players who roll unfavorably can re-roll (for dice) or re-draw (for cards),
chance of success is equal to their intelligence + level. If they fail the
attempt they will not be caught.
D. Pick Pockets
- thieves who roll unfavorably can re-roll (for dice) or re-draw (for cards) if
they make a successful PP roll. If they fail the attempt to cheat is caught.
The
intelligence based chance to “cheat” involves guessing based on probabilities
and past play experience with the game and the charisma based chance to cheat
is based on successful bluffing, distraction, etc. Neither are based on
physical tampering with the results, so you are generally not going to be
caught if you fail.
Now go play a
game.