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Tavern Games 1

averns and inns are centers of socialization for the


community, in addition to providing the necessities of
food and shelter. News and gossip, songs and storytelling,
gambling, boasting, and a wide assortment of games
occupy visitors and local patrons alike.
Although there are many games played in taverns
by flickering candlelight or under an open window, there are a few that are
particularly widespread or representative of a class of games.

HAZARD
Hazard is a common dice game found in most taverns and is popular
among the common folk. The rules are simple and easily learned. The game
uses a pair of dice, often fashioned out of bone or wood.
The first player, known as the caster, starts the game by placing his bet
in the center of the playing area. Other players who wish to join place their
bets in the center as well. Once the bets have been noted, the caster throws
the dice. If the total on the two dice is a seven or eleven, he wins the game.
If the result is two or twelve, he loses and the dice are passed to the next
player and the game starts again. Any other result is known as the mark.
The caster collects the dice and tosses them again. If the throw results in an
eleven or equals the mark, he wins. Otherwise, if the roll is a two, three, seven,
or twelve, he loses and the dice are passed. On any other result, nothing
happens and the caster throws the dice again until either winning or losing.
If the caster wins, he takes all the stakes in the center. If he loses, then
each of the other players take their stake back along with an equal amount
of the caster’s money.

AD ELTA STELPUR
“Chasing the Girls,” similar to backgammon, is a popular import from
Ivinia and is mainly played in Orbaal. The board is marked with 24 strips
of wood, divided into four groups. Each player has six counters (one set
is red, the other white) that are set up in diagonally opposite corners. The
counters are moved according to the throw of a pair of dice. Only results
of one, six, and doubles count. For each roll of one or six, a counter can
be moved a similar number of places. On a double, two counters may be
moved by the number of places shown by the die. A double six allows four
counters to be moved six places. If a counter ends up in a space occupied
by an opponent’s counter, that piece if removed from the game. If the
space is occupied by a player’s own piece, the counter is moved on to the
next vacant space. Each player rolls the dice in turn until one player has no
pieces remaining.

CREDITS
Writers: Jonathan Davidson
Artist: Richard Luschek
Contributors: John Sgammato,
Thomas Shook
Editors: Brent Bailey, Grant Dalgliesh

Copyright © 2008, Columbia Games, Inc. HârnWorld®


#9950

Havel the Rock (order #21068263)


Tavern Games 2
MERRILS AHNU AND DHIVU
Merrils is a game played across Hârn by all levels In this game common in eastern Hârn, the board
of society but is particularly popular with the nobility of consists of two sinuous serpent-like dragons with a line
Kaldor. Each player has nine pieces, which they take turns of twenty-five holes running sequentially along their
placing one at a time on any vacant point on the board. lengths. Each player has five pieces, one set white and the
Each player attempts to make a mill, which is three pieces other red. Play requires three coins, which are thrown by
along a line. Whenever a mill is formed, once of their each player in turn. Scoring is based on the number of
opponent’s pieces is removed from the board. Pieces in a heads uppermost after the toss. One head has a score of
mill are exempt from attack. Once all pieces are played, one, two heads a score of three, and three heads a score
each player gets a turn to move one piece; as before, the of five. A score of five entitles the thrower to another go.
objective is to make mills and remove the opponent’s After a throw, the player may move any of his pieces
pieces. A mill may be made and broken any number of in play forward along the dragon by as many holes as his
times. A move must always be made, even if this means score. On a throw of five, a player may start one of his
breaking a mill and losing the game. The game ends pieces by placing it on the board at the tip of his dragon’s
when one player’s pieces are surrounded and no move is tail, in lieu of taking a normal move. Pieces may not land
possible or when a player loses all their pieces. on top of another piece. The objective is to line up all the
pieces in the five holes that make up the dragon’s head.
HALATAFL
“Fox and Geese” is a common game on Hârn. MALNIRALA
The board consists of a cross marked with 45 points This chess-like game from Shorkyne is commonly
connected by straight and diagonal lines. One player played in Melderyn. The board is ten by ten squares and
places 18 pieces (the geese) filling up the bottom limb each player has two kings, four rooks, six bishops, eight
and the whole of the line of points adjoining the limb. pawns, and no knights. The pieces move as normal,
The other player places his piece (the fox) on any empty except for in the central cross; within this area, the
point. Play starts with one goose piece being moved pawns may move in any direction, the bishops move as
forward. The fox may then move along any marked line. rooks, and vice versa. A move ends as soon as a piece
Players takes turns. The geese may only move forward enters the cross. The objective is to capture both of the
or sideways. The fox may capture a goose by jumping opponent’s kings. Like chess, the representation of the
over it from an adjacent point to an empty one beyond. pieces differs around Hârn, but they remain functionally
Captured geese are removed from the board. The game the same. For example, the Orbaalese Jarl and the
continues until either all the geese are captured or the Thardic Legate pieces are equivalent to the king piece.
geese hem in the fox so it cannot move.

Copyright © 2008, Columbia Games, Inc. HârnWorld®

Havel the Rock (order #21068263)


Havel the Rock (order #21068263)
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