Games and Sports

* Goal: Be the last person at the table with any dice (or have the most dice at the end of 3-5 rounds)
* Rules: At the start of each round, an arbitrary act that a person committed most recently determines who goes first. Each player rolls 3-5 six-sided die and hides the results from the other players. Bets are then cast. The first player makes a guess on the amount of a certain suit and number of dice of the table (three fours, five sixes, etc.). The next player can raise the suit or number (can't go down in either) or call the last player a liar (round ends, all players show dice, if there are less than the amount called the liar losses a dice, if there are equal to or more than the amount called, the caller losses a dice. Last person to lose a die starts the next round, and the pot is split amongst the rest of the players (excluding the one who lost).

### King's Gambit (Incomplete)

* Origin: Ludania
* Goal: Have the most points at the end of each round
* Rules: Each player draws 10 cards

### Dragon's Hoard

* Origin: Galloca
* Goal: Steal and hoard the most gold until the cards run out
* Players: 4-6
* Suits: Coins, Ships, Swords,
* Rules: Each player starts with 5 cards (3 in their hand, 2 face down "in the lair") and (36/number of players)gp in their hoard. The player who knows the most draconic goes first, choosing to play one card or pass. Playing a face card allows them to draw a certain amount of cards (2 for jack, 3 for queen, 4 for king, 5 for ace), and replenish their hand (to a maximum of 3). All additional drawn cards go face down in the lair (maximum of 5). Playing a number card allows you to steal gold from another opponent of your choice, up to the number on the card played(Ace = 1, King = 13). Once you play a card, take one from your lair and replenish your hand. If a player tries to steal from you and you have cards in your lair, you can play as many as you want (one at a time) and subtract their rank value from the attack. Once the draw pile runs out of cards, play stops and players keep the gold in their hoard. If you run out of face cards, you may trade any of the cards in your hand and draw a new card as a turn.

### Malletball (Ironball)

* Goal: To hit the ball between two posts using a heavy wooden maul, while defending your posts from the other team.
* Rules: In order to score the ball must be hit with the mallet (not the buckler). No hitting other players with the mallet, hitting them with the ball or buckler is allowed. Whichever team hits the ball out of bounds, the other team gets to hit the ball in from where it went out. Court is 120ft long by 60ft wide.
* How to play (d&d 5e): Both teams of 5 start 10ft from the midline. A horn is blown and teams begin play (roll initiative). When a player hits the ball, roll a d6 + STR to determine where the ball goes (>6 = straight where aimed, 5 goes forward left, 4 goes forward right, 3 goes back left, 2 goes back right, and 1 goes straight back). Roll a d10 + STR to determine how far the ball travels in that direction (number of hexes = score). If a person is hit by the ball in its first 1/3 of travel, they must make a DEX save to dodge or take 1d4 damage (they can choose to fail it). If they succeed the save but choose to block, they take no damage as they use their buckler. If a player is in the last 2/3 of travel, they can choose to stop the ball or let it pass them. A player can also use their reaction to move up to half their speed an try to intercept the ball, using the same rules for dodging. The first team to score 3 points wins the game (or until the game goes to 30min table time).