What would the world of Dungeons and Dragons be like without a tavern? Where would the PCs find their plot hooks for the next adventure, the clues to solve the current one, or just a simple location to throw back a drink or let off some steam after a particularly dangerous adventure? The taverns of D&D offer the DM something that no other location in your game can offer. They range from small and humble hamlets in remote villages to large and boisterous inns which serve as the focal point for any sort of business, gossip, and lascivious behavior imaginable. And what would a tavern of one of these inns be like without gambling? Almost every description of a local tavern involves a group of men and women risking their hard earned gold for the chance of greater riches.
So how should you, the DM, best incorporate this activity into your games in such a way that it fits the flavor of the world of the game? Wizards of the Coast has introduced their own branded card game, Three Dragon Ante, as an option; and while this game is incredibly fun and fits into the theme of D&D, it is not always the best option for use. The use of this game requires extended use of time outside of your normal gaming, and while this is incredibly attractive if you're looking for a diversion, it is not always the best course of action if you are short on time. Secondly, it requires the use of cards, and while the wealthy may carry a deck around with them, they may not be readily available to your average citizen. And let’s face it, cards would certainly not fair well in the often dirty and violent world of an adventurer. So what is the best solution? The answer is simple…dice. They're already littered all across your gaming table and require you to bring nothing else to the table with you and in game terms, they're something that is readily accessible to even your poorest peasant.
Dice have been found dating to as early as 6000 BC. They have been created from everything from shells, pebbles, stone, jewels and even animal knuckle bones. Almost any object can be formed into some form of dice, making them the perfect object for use in a well traveled adventurer’s gambling arsenal. Almost every gambler will have a set and a game of dice can be held at almost any location, from an ancient dungeon floor to the table of the wealthiest ruler. But how were these games of chance run? What were the rules? Read on for several options for play. All games listed below use the d6 for play.
Dice or Pips:
The simplest and most common form of gambling is simply called dice, or pips in some circles. It is played primarily by the lower caste of society and can often be found played in the corner of shady bars and taverns. It is also quite common amongst the less intelligent races who are often befuddled by the more complicated rules of other games. The method of play is simple and can involve as little as two players and as many as are willing to join in. The rules of play are as follows: Each player begins play by placing the agreed upon ante into the pot. Once all bets are complete, each player tosses five dice and adds up the number on each die. The player with the highest number total wins the pot. Ties are solved by additional rounds of play until a winner is chosen.
21 or 36:
As its name implies, Twenty-One is based off the popular card game of the same name. The object of the game is to score twenty-one, or as near as possible to it, by throwing the dice as many times as desired and adding up the numbers thrown. A player who totals over twenty-one is bust and is out of the game. The player whose total is nearest twenty-one after each player has had a turn wins. In the case of an equally high total a play-off is made. When gambling, each player puts one unit into the pot at the start of the game. Any player who busts puts an additional unit into the pot. The winner takes the pot or, in the case of an equally high total, a play-off may be made or the players divide the pot equally among themselves.
In some areas two dice are used to speed up play with one of them being discarded after the player’s total equals fourteen. Other players occasionally play with a target total of thirty-six instead of twenty-one. In this case, the game is referred to as Thirty-Six.
Castle, King, Queen, and Servants or Ship, Captain, Mate, and Crew:
The next game goes by several names depending on the location of play. Most players inland refer to the game as Castle, King, Queen and Servants, while those who live in coastal towns or have a history of sailing often refer to the game as Ship, Captain, Mate and Crew. It is also sometimes referred to simply as Kingdom or Ship. While the rules are slightly more complicated than Pips or Twenty-One, they are still fairly simple and most players of average intelligence can grasp them fairly easily. This game begins with each player buying into play by placing an agreed upon ante into the pot. The winner takes the pot. Each player needs 5 dice.
The game lasts for three rounds. The object of the game is to roll and place to the side a six (the castle/ship), a five (the king/captain), and a four (the queen/mate). The six, five, and four may not be rolled out of order. For example, if the first throw contains a six and a four, but not a five, only the six is put aside and the rest of the dice, including the four, are rolled again. If a player fails to throw the six, five, and four after their three throws they score nothing. If after three throws a player has put aside the six, five, and four then the remaining two dice (the servants/crew) are totaled to form the player’s score. If all three in the sequence are rolled before the third and final throw then the remaining two dice (the crew) are rolled in the remaining turn(s) to improve the total of the player’s score. The player with the highest total score wins. Ties are resolved by tossing one die with the highest roll winning. Ties can be re-rolled as many times as necessary.
Ten:
Ten is a fairly simple game but is slightly more complicated by the introduction of a player taking the role of banker. The role of banker can either be handled by a single individual (commonly the proprietor or an employee of a gambling house) or is passed down to the next player in line after each game. The banker is often at a disadvantage and hustlers often try to avoid taking on this role.
If the role of banker is not handled by the house then each player takes a turn at being the bank. The rules are fairly simple. Players lay their bets on the outcome of a single roll of three dice. One of the players (usually the player to the bank's left) throws three dice. If the result totals ten or less, the players lose their wagers to the banker. If the total is more than ten, the banker loses and pays each player the amount of his or her bet.
Crown and Anchor:
Crown and Anchor is another dice game which requires a banker. As with Ten, the role of banker is commonly held by an employee of a gambling house, but the role can, and often is assumed by the players themselves. The players place their bets on any number from one to six. The banker then rolls three dice and pays out according to the numbers thrown and keeps all other stakes for himself.
If a player's number comes up on one die they are paid at odds of 1 to 1.
If a player's number comes up on two dice they are paid at odds of 2 to 1.
If a player's number comes up on all three dice they are paid at odds of 3 to 1.
Keep in mind that while the game is fairly simple, the odds do lie heavily in the banker’s favor.
The Dragon and the Mouse:
The Dragon and the Mouse is played mainly by nobles and wealthy merchants. It is similar to the casino game Craps with a few minor differences. The game is based on the old tale of a battle between a mighty dragon and a small mouse. The story states that many years ago a very small mouse infiltrated the lair of a mighty dragon and slipped off with one gold coin from the dragon’s hoard. When the dragon awoke, he began counting his hoard as he did every day. He was enraged to find that someone had stolen from his hoard and began searching high and low for the thief. The end of the story varies, some saying he spotted the mouse and ate him, others state that the stealthy mouse robbed him blind over the course of many years.
The game is played between the dragon and the mice. The first player, known as the dragon, throws the dice and places the stakes he wishes to gamble into the center of the playing area. The other players who wish to bet (the mice), place their bets into the center as well (these bets must total no more than the dragon's total bet). The dragon then throws two dice.
If he throws a total of seven or eleven, he immediately wins.
If he throws a total of two, three, or twelve, he immediately loses.
Any other total thrown is known as the player's point and he continues to throw the dice until he either throws his point again or he throws a seven. If he throws his point first, he wins. This is known as eating the mice. If he throws a seven first, he loses. This is known as stealing the hoard.
If the dragon wins, he takes all the bets in the center. If he loses, the mice take back their own bet plus an equal portion of the dragon's bet. The role of the dragon is then passed to the next player in order.