A list of more-or-less legal gambling games found in Iralas.

Roulette

Roll a d20. Place this.

Bet options:

  • Odd/Even: Get your wager x2.
  • 2, 3, 4, 5, 6, 7: Get your wager x3.
  • 8, 9, 10, 11, 12, 13: Get your wager x3.
  • 14, 15, 16, 17, 18: Get your wager x3.
  • Colored lanes: Get your wager x3.
  • Specific number: Get your wager x20.

Bet limits:

  • Odd/Even: both allowed.
  • Thirds: All allowed.
  • Specific number: 1 is not allowed.

After more than 500 gp in wins, be asked to leave.

Penem's Favor

Dice game, 25 gold pieces minimum buy-in.

“Roll the dice and may Penem be with you!”

Rules: Players roll 2d6. If they add to a 7 or 12, the player wins, gaining double their buy-in.

Valonde Shuffle

  • Each card player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal.
  • Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold.
  • Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together.
  • The winner takes 80% of the pot (the other 20% goes to the casino). Ties split the 80%.

Blackjack

Each player rules 2d6. The house rules 1d6 in front of the players, and rolls 1d6 but keeps it hidden.

After they are rolled, players may roll an additional d6 or stay. As many additional d6s may be rolled as the player wishes, one at a time. They may stop rolling and keep their result at any time.

The goal is to get as close to, or exactly, 13 - a baker's dozen. Going over means you lose immediately.

For DMs wishing to run this in their game, but not wanting to do the math themselves, NPCs (especially dealers at a casino) should roll an additional die if their total is currently 9 or lower. This is statistically a safe bet. 10 through 13, and they should stop rolling unless they are a particularly risk-taking NPC, or a dealer trying to beat a player's higher number.

Liar's Dice

  • Buy-in: 10 gp.
  • All participating players will roll 5d6 dice and keep their roll hidden from the prying eyes of their fellow travelers.
  • Each turn, a player gets to bid on a face value, and the number equal to the number of dice showing that face value among all players
    • "I think there's 3 5's".
  • When a player’s turn comes after another, they can either challenge the previous player’s bid or make an even higher bid.
    • If you want to raise a bid, you should go higher in terms of dice quantity or face value, or even both if you think you know something that your fellow players.
  • Once a bid is challenged, all dice are revealed. The winning condition is sorted out by whoever guessed correctly. If the bid is true, the bidder wins, but if the bid is false, then the challenger wins, and the bidder is eliminated. 

Abstract Gambling

  1. Have the player choose an amount to bet. Enter the amount in the "Player Bet" field.
  2. Have the player perform three different rolls: Wisdom (Insight), Charisma (Deception) and Charisma (Intimidation).
  3. If the player has a gaming set proficiency, they can replace ONE of the checks using their gaming set proficiency instead. Enter the three rolls in the appropriate fields.
  4. The DC for each is 2d10+5.

Results

  • 3 fails: Lose wager, now in debt.
  • 2 fails: -50% of original wager.
  • 1 fail: +50% of original wager.
  • 0 fails: +100% of original wager.