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Wishing Well

Wishing Well is a fast-moving dice game for two to six players (ideally six). Three dice and at least ten coins or chips per
player are all that's needed.
Each player is assigned a number from 1 to 6, representing the numbers on a die. If only five are playing, the 6 is ignored. If
only four are playing, both the 5 and 6 are ignored. With three players, each is given two numbers, and with two players each
is given three numbers.
Each player in turn rolls the three dice. If any player's number comes up in a throw, they must put a chip in the pot (the
wishing well). For example, if the first player rolls 4, 4, 2, then the player assigned the number 4 puts in two chips, and the
player assigned the 2, one chip. The first player to put all his chips into the pot, wins (gets their wish), and takes the pot. A set
number of games are played, usually equal to the number of players, with the winner of the previous game becoming the first
thrower.
Different sided dice can be used, depending on the total number of players and dice available. 6-sided dice are most
common, but games with 4, 8, or 10-sided dice are not unheard of.

Poisoned Well
In this variant, if you roll your own number you do not put a chip into the pot. Instead you choose either the player to your left
or the player to your right to put a chip into the pot.
This game requires three 4, 6, 8 or 10-sided dice (3d4, 3d6, 3d8, or 3d10). This game is based on dice game known as Help
Your Neighbor.

Deceit
Deceit is a dice game that challenges players to determine if they are being deceived or not. The game is played with two 6-
sided dice, chips or coins, and a cup or mug (that you can not see through).
Each player rolls a die with the highest roll going first. Players place the dice in the cup and turn the cup face down, rolling
the dice. They then take a peek, being careful not to let anyone else see the results. The player may now tell the truth about
the roll or lie about it.
The dice are always read with the larger number first. For instance if you have a 2 and 5, your read it as 52. 6 and 1 is 61,
and so on. Examples of invalid numbers would be 25 or 16.
Play continues clockwise around the table. Each player must always announce a number greater than the previous player, by
truth or by lying. The next player decides whether or not they believe the roll. If they do not, they lift the cup to check. If the
truth was told, the person who questioned it must give the person who rolled the dice a chip. If it was a lie, the person who
rolled the dice must give the player who challenged them a chip. However, if the roll is not questioned, the dice are passed to
the next person clockwise; without looking, that players then rolls the dice, continuing the game.
Here is a list of possible rolls in from highest to lowest:
*1-1, 6-6, 6-5, 6-4, 6-3, 6-2, 6-1, 5-5, 5-4, 5-3, 5-2, 5-1, 4-4, 4-3, 4-2, 4-1, 3-3, 3-2, 3-1, 2-2, **2-1
*If you roll (or lie) 1-1 (the highest roll), you may choose any player and tell them to give you a chip. If the person chosen
believes you, they hand a chip to you, and the next player continues. If they do not believe you and you actually have a 1-1,
then they must give you two chips. If they do not believe you and you are lying, then you must surrender two chips to them.
**If you roll (or lie) 2-1, the direction of the game changes. For instance, the game starts clockwise, but may change to
counterclockwise if the next player believes you or if they challenge you and you actually rolled 2-1. Chips change hands as
normal on this roll.
In all cases, when someone is paid a chip(s), the next player begins from zero. Each player begins the game with a
predetermined number of chips and is eliminated if they have no more chips. The last player with any chips is declared the
winner. Games with unlimited chips may conclude after a set number of rounds or all players agree to end the game.

Spoils of War
It is rumored that this game started as a way for soldiers to divide their spoils of war, and has since quickly become a local
tavern favorite. It is sometimes known only as Spoils.
The game is played with three 6-sided dice and stakes. Each player takes a turn at being the bank. Players lay bets on the
outcome of the dice. One of the players (usually the player to the bank's left) throws the three dice. If the dice total less than
10, then the players lose their wagers. If the total is 10 or more, then the banker loses and pays out an equal amount on the
players' bets.
The banker is at a disadvantage and some players prefer to make the odds fairer for the banker by making the bankers
winning total 10 or less.

Bump
A variant is sometimes played with increasing stakes and increasing odds for the bank, known as Bump. If all three dice roll
the same number, all players must double their bet, the bankers winning number is raised by two, and the dice are rolled
again. This continues if all three dice again roll the same number.

Skull
This dice game was originally played with a cube of bone embellished with a carving of a skull on one of its sides. The game
is now more often played with a single 6-sided dice.
The game is simple. The player bets against the person throwing the dice rolling a 6 (a skull) at least once out of four rolls.
The payoff odds are set at even money (1 to 1) which is in favor of the person throwing the die.

Double Skull
In this version the bet is whether the person throwing the dice will throw a double six (double skull) at least once out of 25
rolls. The payoff odds are set at even money (1 to 1) which is in favor of the person throwing the die.

Bloody Caltrops
A variant of this game is played by mercenaries, brigands and thieves around the campfire--either just to pass the time, or for
big money in the poorer districts by people looking for a better life. Two 4-sided dice or a pair of caltrops with one spike
painted red (or stained with blood) are used.
In this version, the bet is whether the person throwing the dice will throw a double four (bloody caltrops) at least once out of
11 rolls. The payoff odds are set at even money (1 to 1) which is in favor of the person throwing the die.

Copper Dragon
This game got its start in lower-class taverns, most often played with copper coins--which is how it got the name Copper
Dragon. In some establishments silver or gold coins are used and the game has taken the name Silver Dragon or Gold
Dragon. The game is also sometimes referred to simply as Dragon Eyes.
The game is played with two 6-sided dice and two coins or chips (per player). The game is best played with at least four
players.
Before the game begins each player has two coins. Each player then in turn rolls the dice and may lose coins according to
the numbers thrown. If one of the dice thrown shows a 1, they must put one of their coins into the pot. If a double 1 ("dragon
eyes") is thrown, they must put two coins in the pot. If a 6 is thrown, the player must pass one coin to the player on their left.
If a double 6 is thrown, two coins are passed to the player on their left. All other numbers are meaningless.
Once a player has lost all their coins, they must miss their turn and have to wait for a coin to be passed to them before they
can resume throwing the dice. The player with the last coin then has three throws of the dice and has to avoid throwing a 6. If
they fail and throw a 6, the coin and dice pass to the next player who in turn has three throws of the dice. The player who
throws the dice three times without a 6 wins the pot.
Galleon
Mostly played in the taverns of port cities or aboard sea going vessels, Galleon is the favored dice game of sailors. The game
is most often played for drinks or small wagers.
5 six-sided dice are used in this game. Each playertakes a turn throwing the dice. Each turn a player has three throws of the
dice, and tries to roll and put to one side a 6 (the galleon), a 5 (the captain), and 4 (the mate). The 6, 5, and 4 may not be
rolled out of order so if the first throw contains a 6 and 4, but not a 5, only the 6 is put aside and the rest of the dice, including
the 4, are rolled again. If a player fails to throw the 6, 5, and 4 after their three throws they score nothing.
If after three throws a player has put aside the galleon, captain and mate, the remaining two dice (the 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, with the highest crew total becoming the
player's score.
The player with the highest crew total wins. In the case of an equally high total, all players must play the round again.

Going to Town
Going to Town almost always takes the name of a large city as its location; for instance, Going to Waterdeep in
the Forgotten Realms, or Going to Sharn in Eberron.
Three 6-sided dice are most commonly used; however, the use of 4 or even 8-sided dice is not unheard of. The game is fast
and easy, and best when played with four or more players.
Each player in turn has three throws of the dice. On the first throw, the highest number is set aside. If two or more dice show
the highest number, then only one is kept. The remaining two dice are thrown again, and the highest is again set aside. The
final die is rolled, and the total of all three is the player's score. The player with the highest score, after each player has had a
turn, wins that round. A set number of rounds are played, and the player who wins the most is the overall winner.
(Note: Rolling three 6-sided in this fashion is an optional method for generating characters' ability scores--albeit artificially
higher ones.)

Setting Sail
A variant of Going to Town known as Setting Sail is sometimes played in port cities and aboard sailing vessels. In this game,
the sum of the first two dice are multiplied by the third, instead of the total of all three.

Dragon Slayer
This dice game is said to have originated in cities and villages that border mountainous regions harboring dragons.
Dragon Slayer is played with three 6-sided dice and chips, and is played for stakes. All players first roll a die; the player with
the highest roll then rolls 3 dice. The resulting total sets the number of rounds it will take to slay the dragon. Starting with the
player who set the number of rounds, each player in turn rolls three dice and continues to throw them until a double is
thrown.
Each throw that does not contain a double counts as missing the dragon. A throw that contains a double counts as successful
strike. A number of chips that equal the number of misses and the throw that contained the double are placed in front of the
player. After all rounds are played, the player with the lowest total chips in front of them has slain the dragon the fastest and
wins. The winner sets the next game's number of rounds.

Drunken Dragon
Dragon Slayer is sometimes played as a drinking game amongst the heartiest of adventurers (and is said to be a favorite of
dwarves). In this variant, known as Drunken Dragon, players drink a shot of liquor for every miss and a mug of ale for every
strike, with the losers picking up the bar tab for the winner.

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