Entertainment

## Card Games

### Gambit

A competitive card game for three or more players, revolving around betting coin, bluffing, and a healthy mixture of skill and luck. Gambit operates in a system of betting rounds, and is played with a standard set of . There are a maximum of four rounds, but games can end early if all players but one drop out. The aim is to have the best hand of cards, based on a list of five-card combinations in ascending order as shown in the table below. The winner of a game will win the pot, and this is then used as the player's "bank" for the next game of Gambit.

##### **Mechanics**

The game begins with two players placing in initial bets, known as **Blinds**. The player to the left of the dealer (usually also a player themselves) places an initial amount of coin (generally pre-determined) as a **Small Blind**, and the player to *their* left must bet double that amount as the **Big Blind**. The dealer then deals two cards (kept hidden) to each player in a rotation, starting with the player to their left (who played the Small Blind).

A betting round now ensues, where players can try to predict the strength of their hand based on the two cards they have so far received. The player to the left of the Big Blind can to either match the highest amount currently on the table (known as a **Call**), raise the amount further (known as a **Raise**) or else forfeit their interest in the pot, being exempt from further bets but also unable to win (known as a **Fold**). This process continues clockwise player by player until the Big Blind has had their turn, choosing to either keep the amount they already have bet (known as a **Check**), or else Raise or Fold. In the event of a Raise, the process continues until all players have folded or bet the same amount as the maximum on the table.

Following this, provided there is more than one player remaining, the dealer draws three communal cards from the deck and places them face down on the table. The players can now match the two cards they have in their hands with the three on the table to form a five-card combination that is on the list of hands. Another round of betting ensues, following the same rules as the first. Once that completes, a fourth card is placed on the table, followed by another round of betting, and then a fifth card and a final round of betting. If there are two or more players left at the end of all rounds of betting, they must reveal their hands, and the player with the highest ranking hand on the list wins the entire pot. In the unlikely case of a tie, the pot is split evenly.

### Blackjack

A comparing card game that can be played competitively between players or against a dealer. The objective of the game is to get a natural Blackjack or to score higher than other players (or the dealer). This must be accomplished without exceeding the score maximum.

##### **Mechanics**

All players are dealt two cards in public. Normal cards are simply valued by their pips, while face cards all have a value of ten. Ace cards can be valued at one or eleven according to the player's choice. The value of the end is the sum of these cards. Players can now draw additional cards in order to attempt to reach the score of a Blackjack: 21. If this value is exceeded, the player busts and therefore loses. If played competitively, the aim is to score higher than all other players without busting. If played against a dealer, the aim is to score higher than the dealer without busting.

## Dice Games

### Vedmal

A dice variant of Gambit that employs a more simplified set of rules, favoured in the northern lands of Wyldcrown. Much like the card game, betting gold is an intrinsic part of this game, and the amounts can climb to exorbitant amounts over several games. Vedmal operates in a system of rounds, with each round involving a rolling and a betting phase. There are a maximum of four rounds of play to a game, but games can end early if all players but one fold. The aim is to possess the highest dice total by the end of the game. The winner of a game will win the pot, and this often is used as the player's "bank" for the next game of Vedmal.

##### **Mechanics**

The game begins with every player buying in with an amount of gold. The amount must be equal for each player and is often a pre-determined fixed amount. One player, picked at random, must buy in with double the fixed amount, called the **Blind**. Following this, the first round commences with each player rolling a six-sided die (1d6), keeping the result hidden.

The betting phase then begins with the player to the left of the Blind choosing to either match the amount that the Blind is betting (known as a **Call**), raise the amount further (known as a **Raise**) or else forfeit their interest in the pot, being exempt from further bets but also unable to win (known as a **Fold**). This process continues clockwise player by player until the Big Blind has had their turn, choosing to either keep the amount they already have bet (known as a **Check**), or else Raise or Fold. In the event of a Raise, the process continues until all players have folded or bet the same amount as the maximum on the table.

All remaining players then progress to the next round, which is identical to the first except with an eight-sided die (1d8). Similarly, the betting phase follows. This process is repeated for a further round with a ten-sided die (1d10), but there is no betting phase afterwards, and if the value on the ten-sided die matches that of either the six-sided or eight-sided dice, the ten-sided die can be rolled again and again (with the total accumulating) until the value doesn't match any of the other dice.

The rounds end early if only one player is remaining. If multiple players remain by the end of the rolls, all dice are revealed and the player with the highest total wins. Ties mean the pot is split equally.

### Twice Dice

A simple and quick dice game played in many casinos and carnivals. The gambler typically plays against the house, with a standard buy-in determined by the institution in question. The aim of the game is to simply hit a couple of specific numbers with their rolled dice, winning or losing depending on the result.

##### **Mechanics**

To play Twice Dice, the player must first pay the buy-in amount, which is then kept by the dealer. The player then rolls two six-sided dice (2d6), aiming for a total of 7 or 12. If they match these values, they win double their invested amount. If not, they can choose to double their bet in order to roll an additional six-sided die and attempt to reach either total. If the new total is 7 or 12, they win double their total invested amount.

### Dragon's Hoard

A competitive dice game similar to Gambit that revolves around a system of rolling, betting, and bluffing. Much like other competitive dice games, gambling is an important part of the stakes of the game, since the main way to influence other players is through seeming confidence, called a bluff. The aim is to possess the highest dice total after a particular value has been made invalid. The winner of a game will win the pot, and this often is used as the player's "bank" for the next game of Dragon's Hoard.

##### **Mechanics**

The game begins with every player buying in with an amount of gold. The amount must be equal for each player and is often a pre-determined fixed amount. Following this, all players roll four six-sided dice (4d6), keeping them hidden.

After all players have rolled, they can choose to add any amount higher than none to the pot as a further bid. Other players must match or increase this amount before the game proceeds. If a player is unwilling to match the amount, they must drop out, forfeiting their interest in the pot and losing their buy-in.

Once all players have bet, a public six-sided die is rolled, and the value it lands on becomes invalid in all players' hands. Knowing their new totals, players can raise the bid further or drop out. Other players must match the increase if they wish to stay in the game. Finally, all hands are revealed and the player with the highest total wins the pot. In ties, the pot is instead split evenly.

## Board Games

### Thrones

A competitive board game played between two players on an octagonal latticed gameboard of alternating black and white squares, with two armies of uneven numbers pitted against each other. It is an abstract strategy game, generally interpreted as an allegory of a monarch's political manoeuvring to ascend to their throne. The game has no hidden information or secret bluffs, and is widely regarded as a pure test of logic and wits. It is particularly popular due to its simple setup and easy-to-pick-up ruleset, but potential for complex advanced strategies and high skill-ceiling.

The objective of the game is different for either side. The smaller side, with white-coloured pieces, is generally known as *Kings* or *Royals*. This side has half the pieces of the opposition, and the objective is to get the *King* piece to the centre of the board (known as the *Throne* or the *Castle*) in such a way that no piece from the opposing side can capture it on the following turn. The larger side, with black-coloured pieces, is generally known as *Rooks*. This side has double the pieces of the opposition, and the objective is to trap the enemy *King* in such a way that it can make no legal move the following turn.

##### **Mechanics**

Two players compete via contested skill checks. The first player to succeed on three checks wins the game. Players can choose to make one of three different skill checks per round:

* Intelligence (Thrones) check, which represents the character playing the game normally, using wit, strategy, and foresight to attempt to outplay their opponent with sheer game skill.
* Charisma (Deception) check, which represents the character playing deceptively, feigning weakness or incompetence to try and trick their opponent into making mistakes.
* Wisdom (Insight) check, which represents the character playing by reading their opponent, searching for clues to their plans or their general confidence in their body language and non-verbal cues.

Players initially reveal which check they're making only to the DM, who then calls for rolls as the check selected requires. If a character is not proficient with Thrones, they add only half their proficiency bonus (rounded down) to Deception or Insight checks, rather than their full bonus.

* Should each player choose the same type of check, they roll normally.
* Should one player choose Intelligence and the other Deception, the player checking Deception rolls with advantage. They’ve successfully hoodwinked their opponent and attempt to gain an edge in the game.
* Should one player choose Deception and the other Insight, the player checking Insight rolls with advantage. They've caught on to the deceiver’s tricks and through shrewd play, attempt to turn their trickery around on them.
* Should one player choose Insight and the other choose Intelligence, the player checking Intelligence rolls with advantage. Their solid, skilful play leaves no hidden motives for their opponent to pick up on and twist to advantage.