1e DMG Query


3.5/d20/OGL


If I remember correctly, in the 1e DMG somewhere in the back or in the appendices were a few games that could be played with dice and maybe cards.

These games were supposed to represent games that might be played by the characters and they conveniently used the things the players probably had at the table.

Is anyone kind enough to provide a summary/copy of those games here?

Cheers
Llowellen


Page 215, 1E DMG with the Efreeti cover:

Craps: shooter wins on first roll of 7 or 11, loses 2, 3, 12. Otherwise shooter rolls untilt he first number rolled is rolled a second time - a win - or a 7 is rolled - a loss. Shooters bet before rolling Side bets made as applicable

Horse: 1st roller determined by whatever means desired. 5d6 used, 6 high, 1 low. Lowest to highest hands are: pair, 2 pair, 3 of a kind, straight (1-5 or 2-6), full house (triplet and pair), 4 of a kind, 5 of a kind. 1st roller may roll once or twice. If only once, all other players may only roll once to beat him/her. If 2 rolls, player may retain none, 1, 2, 3, or 4 of the dice. Winner becomes the boss.

Knucklebones: Craps type game, object is to score highest total. Variant allows a second roll by the first shooter, retaining none or one of them. If so, then all other players may do the same. Winner rolls first.

More to follow.


Card games now:

Twenty-One: a 52 card deck is used, each player betting against the house (DM). 2 cards dealt to each player and dealer. Players in turn elect to take add'l cards up to a total og 5. Over 21 automatically loses, hands of 5 cards under 22 auto win double wager (exception: dealer). Ties go to house. Aces count 1 or 11, called at beginning of turn. Face cards count 10, numbered cards as marked. Dealer must take hit under 17, cannot take card on 17 or higher (not per Hoyle). Dealer gets cards last, bets made after 1st 2 cards dealt. If player has a natural pair he may double down, asking for 2 additional cards, betting on both as separate hands. House always retains the deal.

High-Low: Each player gets 2 cards face down. Prior to dealing, some stake placed in pot. After looking at cards, each player turns 1 up and the player with highest up bets (3 raise limit suggested). Each player has option to change his or her up card for a fresh one from the deck. This takes place 3 times going round the table, with betting interval between rounds. 2 is low, ace is high. Object is to have highest hand (a pair on down) to a 2-3 (lowest possible hand, followed by 2-4, 3-4, 2-5, 3-5, 4-5, 2-6, 3-6, 4-6, 5-6, 2-7 and so on). High and low hands split the pot evenly, odd money going to high.

Other gambling games can be devised on principles of colours, shapes, position or whatever.

More dice games to follow.


Dice games part deux:

Slot variant: 3d6 1 roll only, wager made prior to roll. Table below weighted toward house, DM may of course devise own table:

1 LEMON
2 ORANGE
3 BAR
4 BELL
5 PLUM
6 CHERRIES

6-6-1 pays 2-1
6-6-2 pays 3-1
6-6-3 pays 4-1
6-6-4 pays 5-1
6-6-5 pays 6-1
1-1-1 pays 4-1
2-2-2 pays 8-1
3-3-3 pays 10-1
4-4-4 pays 12-1
5-5-5 pays 24-1 (little jackpot)
6-6-6 pays 36-1 (big jackpot)


Zowie slot variant: 3d8 1 roll only, wager made prior to roll. Table below weighted toward house, DM may of course devise own table:

1 LEMON
2 ORANGE
3 BAR
4 BELL
5 PLUM
6 CHERRIES
7 ANCHOR
8 CROWN

6-6-1 PAYS 2-1
6-6-2 PAYS 4-1
6-6-3 PAYS 6-1
6-6-4 PAYS 8-1
6-6-5 PAYS 10-1
6-6-7 PAYS 12-1
6-6-8 PAYS 15-1
1-1-1 PAYS 8-1
2-2-2 PAYS 12-1
3-3-3 PAYS 14-1
4-4-4 PAYS 16-1
5-5-5 PAYS 20-1
6-6-6 PAYS 24-1
7-7-7 PAYS 50-1 (JACKPOT)
8-8-8 PAYS 100-1 (ZOWIE JACKPOT)


DICE RACING: Use a checkerboard. 4 players max place their tokens on alternate rows. Object is to move token to the end of the board, sideways one, and then back on adjacent row to the first row. A d6 determines movement of spaces per turn. Wagers made prior to commencement of game.

IN BETWEEN: Roll 3d20, 2 white and 1 of a different colour. Player must roll between the 2 white dice with the coloured die. Equaling a number is a loss. If 2 white dice equal each other, the loss is automatic. Odds are always 5-2 before dice are cast. A crooked house might paint 11 sides of a die black and only 9 red.

That's all the gambling games in the DMG appendix.

Hope this helps! I love my 1E DMG.


You're brilliant! Thanks very much,


Quite welcome! I was surprised to see a 1E-ish question, and happy I could assist!

Liberty's Edge

Page 96 of Dungeon #133 had some additional dice and card games entitled Skullrattle, Delayed Blast Fireball, Knucklebones, Time for the Second Eye, and Secret Room


check out this thread on ENWurld: http://www.enworld.org/showthread.php?t=204729

you'll see that Hypersmurf (Matt) made a card game for Gary.
iirc, it was inspired from a Gord the Rogue reference.

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