Wyvern's Race


Skull & Shackles

Shadow Lodge

I think in the Brine Banshee loot there is a board and pieces for a game called "Wyvern's Race". I'm sure most parties just sell that, but not my players. They want to know the rules of this game and play it. So here are the rules I made up on the fly one night:

3-8 Players.
Tokens for each player.
An 8-sided die, called the "Wyvern Die".
Draw a track ten spaces long and eight lanes wide. Place the tokens in the first space, with the owner of the game getting the first lane. Alternately you can use a 10-sided die for each player and rotate it one higher for each "space" they move on the track.

Each round players choose between 3 possible actions by holding their hand behind their back and either making a "Turtle" (closed fist), a "Rabbit" (extend index and middle finger like a peace sign), or a "Sting" (extend pinky-finger only). The players all reveal their chosen action at the same time. Always resolve "Stings" first, then "Rabbits", then "Turtles". Resolve from left to right across the track if there are multiple actions of the same type.

Turtle: You move forward one space. You ignore any stings. Nothing can prevent you from this slow, but steady, advance.

Rabbit: You attempt to move forward two spaces, but you are vulnerable to stings and have to roll the Wyvern Die and get a 5 or higher to advance the second space.

Sting: You move forward one space and attempt to sting up to 3 other racers, but you are vulnerable to being stung. Each racer you sting has to roll the Wyvern Die and get a 5 or higher or they fail to advance this turn (unless they Turtled).

It is possible to be stung multiple times in a round if multiple opponents choose to sting you. You must roll the Wyvern Die for every sting and for any second space you attempt if you chose to "Rabbit".

At the end of each round the player in the lead (or the player with a share of the lead who is closest to the first lane if there are multiple) rolls the Wyvern Die. The racer in the track corresponding to the number rolled gets one free space of movement (even if they were stung and failed to move that round).

The first racer to cross the finish line by exiting the tenth space on the track wins. It is customary to bet on Wyvern's Race.


Great stuff, as always. ;D

Question: what happens if the number on the "free move" Wyvern die is greater than the number of players? (EG: 5 players, die comes up 6+) Ignore for that turn? Reroll?

Shadow Lodge

Fitzwalrus wrote:

Great stuff, as always. ;D

Question: what happens if the number on the "free move" Wyvern die is greater than the number of players? (EG: 5 players, die comes up 6+) Ignore for that turn? Reroll?

Either ignoring for that turn or rerolling would be valid options. I lean toward reroll because a result of "no change" is always the least interesting result of a die roll.


sabedoriaclark wrote:
Fitzwalrus wrote:

Great stuff, as always. ;D

Question: what happens if the number on the "free move" Wyvern die is greater than the number of players? (EG: 5 players, die comes up 6+) Ignore for that turn? Reroll?

Either ignoring for that turn or rerolling would be valid options. I lean toward reroll because a result of "no change" is always the least interesting result of a die roll.

I'd go with "reroll' also..... somebody should get the bonus. :D

I think I'll introduce this game the next time my crew does Pirate Entertainments of an evening.... maybe Conchobar has a traveling set in his gear.

Spoiler:
That would be a nice bit of flavor, and add some background when the PCs find the Brine Banshee.


Sounds like an interesting game. Will try it out next time I have a large group.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Skull & Shackles / Wyvern's Race All Messageboards

Want to post a reply? Sign in.
Recent threads in Skull & Shackles