Games of Chance

There are a number of games played in different areas of Trayst. Many involve betting money - here is a list of some of them.

### Dice Games

#### High Low Boulders

In this dice game, the dealer and each of the players roll three dice - a d4, a d6 and a d8 - keeping their results secret.

In round 1, each player selects one die to set aside and reveals the other two dice to the table. If either one of these two dice match the number on the dealer's corresponding dice, that player is out. Then, if one of the player's dice is higher than the dealer's corresponding die and the other die is lower than the dealer's corresponding die, they win (usually double the ante). If both of these conditions are not met, then the player loses their ante and may move to round 2.

In round 2, any player who has not already lost may use the knowledge which is now present on the table to decide if they want to join in the second round. If a player joins, they must pay an additional ante (usually half of their original ante) and reveal their third die. If they now have a die which matches the dealer's corresponding die they are out, but if not, then each player chooses "higher" or "lower" and adds the numbers on all three of their dice together. If they choose "lower", and their combined number is lower than the combined number of the dealer's dice, they win both their round 1 and round 2 ante values. The same rules apply if they correctly choose higher. However, if the sum of the numbers on their dice is the same as the combined number on the dealer's dice, they lose.

After round 2, the dealer reveals their dice to show that they haven't cheated.

If the antes stay as normal and a player wins round 1 and walks away, they take home double their ante. If the player enters round 2 but loses that round, then they get 1.5x the total ante. If they don't win the first round but win the second, they break even. If they win both rounds, they receive both double the ante from winning the first round and 1.5x the ante from round 2.

### Card Games

#### The Dance of the Sixth Finger

The Dance of the Sixth Finger uses a deck of 20 cards that are randomly placed face down on the table in a 5x4 grid. The backs of the cards don't show which way up the face of the card lies. Players sit on opposite sides of the cards and, in turn, reveal three cards each. Nineteen of the cards have a picture on them and are worth between 1 and 15 points: there are three cards worth 1 point, two worth 2 points, and two cards worth 10 points. When selected, the cards are flipped horizontally, maintaining the same orientation as they were dealt at the start of the game. When the card is turned over, if the picture is face up for the player who selected it, they gain the points value. However, if it faces the opponent, then the player who flipped the card loses half the points of the card rounded up. The 20th card ends the game and gives the victory to whomever it faces.

#### The Debtor's Ruin

This game has three decks of cards - a High, Middle, and Low set. At the start of the game, an ante is set which all players add to the pot. The players then take a middle card (roll a d6) and in turn each player gets to choose whether they want to hang, set, or raise. If they hang, they place half the ante into the pot then take a low card (d4). If they set, they place the ante amount into the pot then take a middle card. If they raise, they contribute double the ante to the pot and take a high card (d8). This happens once per player, with each player making their choice first in one of the rounds, until each player has one card plus one per player. The cards are then revealed and the winner is the player with the highest total number when the numbers on their cards (dice) are added together. In a two player game, the winner takes the pot, but in a three or more player game, the person who came in second takes a quarter of the pot and the winner receives the rest. In the case of a tie between the winning players, the total pot is split between those players and there is no second place winner. If there is a clear winner but a tie for second place, the second place winners split the smaller, quarter pot.

#### Three Dragon Ante

This game typically starts with four players and each player is dealt a hand of four cards. Each player pays a blind ante to join the game and then has a chance to bet, check, raise, or fold before each round, including the first. In round one, each player must lay down a card suited diamonds or clubs; if any player cannot, they are eliminated. Otherwise, whoever played the lowest card is eliminated instead. In round two, hearts are allowed in addition to diamonds and clubs and another player is eliminated, following the same rules as round one. In round three, all suits can be played and whoever plays the highest card that round wins the pot. As multiple players may be eliminated each round, either through folding or lacking a card with a legal suit, not every hand will continue for all three rounds.

In the deck for this game, several Jokers are included which are high card. Following that, Aces are high and Twos are low. If two players play the same numbered card, the higher card is determined by ranking of suits, with spades > hearts > diamonds > clubs.

### Games of Skill

#### Elogren

This game is a bit like chess, though with a number of differences. It is played on a 7x8 board, there is no king, and all of the pieces look identical except for a marking on the bottom of them indicating which type of piece they are. There are six types of pieces that can each move in a different way; The Naive moves like a pawn, the Lord can only travel diagonally, the Princes are like knights, the Cavalry moves along orthogonal lines, and both the Dragon and the Mimic can move as far as they like in any direction. Before moving a piece, the player reveals what type of piece it is. If they move their piece into the same space as an opponent's, the opponent's piece is captured and removed from the board, unless it was a Mimic, in which case the attacker's piece is lost instead. A good memory will enable a player to not only remember the pieces an opponent has revealed but will also help narrow down all of their starting pieces, as each player selects which pieces they will use and where they will place them, within the first two rows of their side, at the start of the game. Each player has 4 Naives, 1 Dragon, 1 Mimic, and 3 of each of the other pieces (the Lord, the Prince and the Cavalry) in their colour, but only 11 pieces take part in any game. Before the game begins, each player secretly chooses and places their pieces; they must use all 4 of the Naive pieces and are limited to one of either the Dragon or the Mimic. The players then choose between 1 and 3 copies of the three remaining types of pieces, leaving 4 pieces unused per game. The players then place their pieces in any order or position on the back two rows of the board, except for the Mimic, which (if chosen) cannot be placed in the Kingdom Zone (the three central spaces on the back row). The types of both the chosen and unused pieces are kept hidden from the start of the game, only revealed when a player's piece is captured from the board. When a piece is captured, its type is revealed and remains revealed, even off the board, and then a second piece the player didn't use at the start is also revealed and the identities of both pieces are left visible for the remainder of the game.

There are three ways of winning the game. The first is simply to capture all of your opponent's pieces. The second method is to successfully move three of your pieces to the three center squares on your opponent's back row, known as their Kingdom Zone. The third option is to capture all four of your opponent's Naive pieces while still having at least 3 of your own.

Mechanically, you play this game with three opposed skill checks: history, deception, and insight, the winner being whoever wins 2 out of the 3 checks. If one, any, or all of the 3 checks result in a draw, the tied checks are just re-rolled by both players. Before you roll these three checks, you can replace any one of your rolls with a sleight of hand check, but if you do, the opponent rolls a perception check. If one of the players uses their slight of hand but the other player rolls a high enough perception check and beats it, they are caught 'cheating' and lose the game. However, if both players choose to roll a slight of hand check, then to successfully accuse the other player they must also not get caught themselves; if both players are caught cheating, the game continues as normal, the sleight of hand rolls are discarded, and the players must roll the checks as normal. If no one has been caught cheating, any player who has rolled a sleight of hand check substitutes the result of that roll in place of their choice of their history, deception, or insight check, then rolls the other two checks as normal.