Skip to main content

King’s Dice: Gambling Game for RPGs

King’s Dice

King’s Dice is a gambling game designed for use in any D&D/Pathfinder/RPG. Feel free to use and adapt as you wish. The game and rules are as follows:

The King's dice is a mix of luck and strategy.

Set-up:
Each Player uses 20 d6s (can be purchased as a brick).
There is a "King's Die" which is a d20.
Before the game begins, all Characters/players must agree on how much money to wager and the amount each die will be worth. The money is put up front and held until the end of the game. Ex: Players agree to 200gp, thus each die is worth 10gp.

Game-play:
One player starts with the King's Die rolls the die. Based on the result of the King's die, all players (starting with the person left of who rolled the King's Die and ending with the person who rolled the King's Die) go around the table saying how many dice they will roll and pick up that number. After all players have stated how many dice they will roll, all players roll their dice. Whoever is the closest to the result of the King's die wins all the dice used in that round. The winner of the round is also in charge of the King's die for the next round. In the event of a tie, all players tied for winning the round will each take one additional die and declare whether the die will add or subtract from their total.  The dice are then rolled and the results added or subtracted from their total based on their decision. Whoever is closer to the King's die with their new total is the winner. Dice used in a tie-breaker are added to the dice pool. If there is still a tie, continue in this fashion until there is no tie or someone is out of dice. If a player runs out of dice during a tie-breaker, they do not get to roll that turn and all others roll their dice as normal. Play continues with the winner of each round rolling the King's die. If a player has no dice at the end of a round, the game ends. All players then cash in their dice with the pot of money based on how many dice they have left. (So one player loses everything). Dice are returned to their owners at the end of each game. If a player rolls the exact amount of the King's die BEFORE tie-breaker dice are rolled, and he or she is the only player to roll the exact amount, that player wins the dice in the pool as well as one additional die from every player.

I think that covers all the rules and play of the game. If you have any questions, just let me know!
Give me a shout out of how the game works for your group. Also leave comments and suggestions for alternate ways to play.

Comments

Old School RPGs - Available Now @ DriveThruRPG.com"

Popular posts from this blog

Primary Wall of Force Puzzle: Simply Complicated or Complicatedly Simple RPG Puzzles (GM TIPS)

Sometimes games and sessions can become stale and monotonous. All the skill checks, hacking and slashing through enemies that don't measure up to min-maxed characters— you name it, sometimes you'll get bored with it. So how can you create a challenge without creating an arms race? Today's GM Tip is all about showing you how you can make simple puzzles that seem challenging. Sometimes just by making a simple puzzle seem complicated, it can stump your players for a period of time.  The best part, characters can still use their rolls to aid them, but there is no auto-success. What this means is that you aren't trying to blunt off the head of a nuke (somewhat pointless).  Let's dive right into a quick puzzle and so you can get a better idea. Primary Wall of Force Puzzle Primary Wall of Force RPG Puzzle This puzzle works at any level. The puzzle itself is a made up of six different magic items (one for each color and symbol). Doesn't seem so scar

Puzzle of Persistence (RPG Logic Puzzle)

Need a new puzzle to drop into your next D&D, Pathfinder, or other RPG system session? Remember last year when I first released my  Primary Wall of Force Puzzle  and been dying for a new one? Many D&D DMs and Pathfinder GMs, and players alike went berserk trying to solve the answer to my 'simple' puzzle last time. It was probably my most successful GM Tip to date. Well, I know it has been forever and a half since my last posting. I felt it was time to start making new puzzles to drop into your RPGs. (Perhaps one a little more memorable). Below you will find the puzzle. I will post the solution next week; however, if you need the answer so you can use this puzzle for your weekend game, then e-mail , tweet , or post on my facebook page . The rules for this puzzle are simple. Follow the logic train. If you use this in a game, make sure you reserve the name spellings. That's your first hint! Name Persistence Valyrie L. and James C. are of equal persistence,

How to Choose an RPG System (and Prepare for Your First GM Session) - So You Think You Can GM? (GM Tips Part I)

Bonus Week, Day #2! (This post contains some affiliate links) You have decided that you want to run your first game as a gamemaster (GM) or perhaps you have been trying, but things don’t seem to be going as smoothly as you thought. Maybe you struggle with how to choose a roleplaying game system for your next game. Or you just don't know which game system to start with in the first place. Well, no need to worry, because The DM Doctor will get things turned around! “So You Think You Can GM?” is a new blog series I am running (vlogs to come in the future). I will be jumping in to help new and old GMs alike to bring out the best of each and every game. This is the main reason I started this blog. Though this series targets Dungeons and Dragons and The Pathfinder Roleplaying Game, the advice will branch over to other systems. First thing’s first: So you think you can GM? Really? You? Of course YOU! Well, frankly, yes you can. Anybody can. Being a GM isn’t about being the mo