Dwarf Playing Cards

Dwarf Playing Cards

Ammon Farris

 

 

Colour Key

Some of the above games can easily fit in two (or even three) different settings, however they are colour-coded based on the setting they would be most commonly found in. Casino games are a great example of this, as a lot of them are easily adaptable for a tavern setting.

Casino Games
Festival Games
Tavern Games
Note: The following games have been sourced from various D&D streams, other creators online, and some have been made by this creator. This document is merely a collection of all these wonderful games to act as an easy-to-access resource for all Dungeon Masters.

 

 

3

PART 2 | BETTING & LUCK GAMES

Betting & Luck Games

The following games revolve around players betting on a specific outcome and relying on a bit of luck for their preferred outcome to come true. Majority of these games will suit a casion-style setting with a few being adaptable for a tavern or festival.

18 Mules

Aim:

Be the first player to score 100 points.

Setup:

The backstory of this game is about carrying your wagon full of gold without spending any more than you need to. The dice total represents the number of mules you bought from the farmer. You only have 18 ropes to tie the wagon to the mules, and fewer mules don’t have enough strength to carry the gold all the way to the nearest town without making any stops.

How to Play:

Roll initiative to decide turn order. Players roll 3d6 and add the totals together. After that initial roll players can then choose to roll additional d6s, one at a time and as many as they like, to try and get them as close to a total of 18 as possible. Players can decide to stop at any time, but the farther you are from 18, the less points you get. Moreover, if the sum ever surpasses 18 you lose your turn and the next player gets to do the same from the start. The number of mules you have (i.e. your total) when you decide to stop adding is the number of points you get. If you surpass 18, you get no points. If you get a perfect score of three 6s in the first three dice you roll in your turn you not only immediately win 18 points but also 10 extra points.

Extra Notes:

If players wish to cheat, they can make a Sleight of Hand check contested against the other players’ Perception checks to reroll one of their dice. They must take the new total.

Prize:

DM can decide what the buy-in is (for example, 5gp per player). The winner takes the pot.

Aces in the Pot

Aim:

To be the player with the last counter who can throw 2d6 three times without rolling a 6.

Setup:

Best played with at least 4 players. Players are all given two tokens with each token representing a gold amount. Players can either roll initiative to determine who goes first, or someone can just nominate. Play proceeds clockwise.

How to Play:

On a player’s turn they roll 2d6. If one of the dice shows a 1, then they must put one of their counters in to the pot. If a double 1 is thrown, they must put two counters in the pot (Aces in the Pot). If a 6 is thrown, the player must pass one counter to the player on their left. If a double 6 is thrown, two counters are passed to the player on their left (Sixes to the Side). All other numbers are meaningless. Once a player has lost all their counters, they must miss their turn and will have to wait for a counter to be passed to them before they can resume throwing the dice. The player with the last counter that hasn’t gone into the pot then has three throws of the dice (3 x 2d6) and has to avoid throwing a 6. If they fail and throw a 6, the counter and dice pass to the next player who in turn has three throws of the dice, and so on. The player who throws the dice three times without a 6, wins the pot.

Extra Notes:

Physical tokens will be helpful in tracking who has what left around the table.

Prize:

The DM can decide how much each token is worth based on the party’s level. 1 token = 1gp for lower level parties. For higher level parties you could make it 1 token = 5gp or even 10gp.

Avandra’s Favour

Aim:

To roll a total of either 7 or 12.

Setup:

Avandra, the Changebringer, is the goddess of freedom, trade, travel, and adventure. Player’s roll dice to see if they have Avandra’s favour, and if so, for how long.

How to Play:

Players place down their bet and then roll 2d6. They are aiming to roll a total of 7 or 12. If they succeed, they win, however if they roll any other number, they lose. Luckily Avandra’s favour can be quickly found again and if the player’s lose, they can choose to double their bet and roll an extra d6 in the hope that this will be their total up to 7 or 12. If they fail again, then that is the end and they lose all their money.

 

 

4

PART 2 | BETTING & LUCK GAMES

Extra Notes:

Have the NPC at the gaming table congratulate players on having the goddess’ favour if they win and try and sucker them in to bet more.

Prize:

The DM can set the minimum bet based on the party’s level. Anywhere from 10-25gp is a good start for a minimum bet. Winnings are paid at 3.00 x Bet.

Blackjack

Aim:

To beat the total of the dealer (DM) by getting the total of your cards as close to 21 as possible without going over.

Setup:

Players choose a gold piece amount of how much they’d like to bet (DM can set a minimum of 5gp, for example). Once all players have placed their bets, each player rolls 2d10 to represent their cards, and the dealer (DM) rolls only 1d10 and reveals the total to the players. The second unrolled d10 represents the unknown face-down card that the dealer has. A “1” on the d10 represents an Ace (1 or 11) and a “0” represents either a face card or regular 10 card.

How to Play:

Starting with the player on the dealer’s (DM’s) left, they indicate whether they would like to “Hit” or “Sit”. If they “Sit” they end their turn and lock in their total as play moves to the next player on their left. If they wish to “Hit”, they roll an addition d10 and add it to their current total. If this new d10 takes their total over 21, they go “Bust” and are immediately out, losing their gold pieces that they bet. If the new d10 does not take them over 21 though, they can then choose to either “Hit” again or “Sit” and lock their new total in. This choice keeps repeating until a player chooses to “Sit” or goes “Bust”. If players do not have enough d10s to roll, they can either borrow some from other players or just record their running total on a piece of paper. Once all players have chosen to “Sit” and locked in their totals, the dealer then rolls their second d10 and announces the total. The dealer must keep hitting until their total is 17 or more, where they then must immediately “Sit” unless they have gone “Bust”. Once the dealer and all players have sat, the winners are decided and bets are settled. Any player who scored higher than the dealer and didn’t go “Bust” wins. If the dealer scored higher than a player without going “Bust”, then the dealer beats that player. If the dealer had gone “Bust”, all players who weren’t out automatically win. If a dealer and a player have the same total, then it is a draw and the player simply gets their money back that they had bet.

Extra Notes:

If a player rolls doubles on their 2d10, they can choose to “Split”, where they separate the two dice/cards and treat them like separate hands, “Hitting” or “Sitting” for each hand. If the player chooses to “Split”, their original bet is moved over to one of the split hands, and they must put up more gold of the same value of their original bet to cover the second hand. This is very much a “double-or-nothing” style move. If a player rolls a “1” and a “0” on their initial 2d10 roll, this is a Blackjack causing the player to automatically win and receive a higher payout than that of a standard win (providing the dealer doesn’t also roll a Blackjack).

Prize:

Regular wins are paid out at a rate of 2.00 x Bet and Blackjack wins are paid out at a rate of 5.00 x Bet. If a player and dealer draws, the player just gets their bet back.

Critter Races

Aim:

To bet on the creature that wins the race.

Setup:

Five straight, narrow racetracks stretch out on a patch of ground for about 15ft with 5 individual cages at the start line filled with 5 critters varying in size from tiny to small. These critters are a dog, fox, pig, rat, and badger. The racetrack is broken up into 15 even segments with the 15th segment being the finish line.

How to Play:

Players place a bet on the critter that they think will win. Once all bets are collected, a singular cage door is lifted opening all 5 cages and the 5 critter leap out heading straight for the finish line. To make things easier, assign one critter to each player at the table for them to roll for. The first player to get their critter to a total of 14 wins the match. The DM can narrate each stage of the race to add intensity for the players.

Extra Notes:

The speed of each critter and dice required for rolling can be found here:

  • Dog = 2d4 (average speed of 5, max of 8)
  • Fox = d4+2 (average speed of 4.5, max of 6)
  • Pig = d8-1 (average speed of 3.5, max of 7)
  • Rat = d12/2 rounded up (average speed of 3.5, max of 6)
  • Badger = d6 (average speed of 3.5, max of 6)

If two or more critters reach the finish line on the same turn, then the one who had more movement remaining wins (meaning the one who finished further past the finish line). If two or more critters reach the finish line with the same amount of movement remaining, they roll

 

 

5

PART 2 | BETTING & LUCK GAMES

off to determine the winner. If players try and play this game over and over again, the owners of the critters will lock them in their cages after the third race to give them a rest. If possible, grab some tokens and model this race on a battle grid where 1 square represents 1ft.

Prize:

There is usually a minimum bet that is required in gold amount, this can vary pending your party’s level and where this game is taking place. The payout for each critter varies based on their chances of winning. Here is what each critter pays if they win:

  • Dog = 2.00 x Bet
  • Fox = 3.00 x Bet
  • Pig = 6.00 x Bet
  • Rat = 10.00 x Bet
  • Badger = 10.00 x Bet

Darts (Luck-based)

Aim:

To score the highest amount of points possible after three rounds.

Setup:

A d20 and d6 represent the sections of the dart board. The numbers on the d20 represent the numbers sections/slices around the board, while the d6 represents how close to the bullseye they get. Rolling a 1 on the d6 means 1x multiplier; 2 means 2x; 3 means 3x; 4 means 25 points (the outer bullseye); 5 means 50 points (true bullseye); 6 means they miss the board altogether.

How to Play:

Players determine their playing order by either rolling initiative (handy if NPCs are involved) or just deciding amongst themselves. On a player’s turn they roll a d20 and a d6 at the same time to determine where their dart lands. If they roll a 1, 2, or 3 on the d6, they multiply the number rolled on the d20 by that d6 value rolled. If they roll a 4 or 5 on the d6, they automatically score 25 or 50 points respectively and ignore the value of the d20. If they roll a 6 on the d6, then the dart misses the board completely, or hits the wire and bounces off. Once they have scored their first dart, they repeat this process another two times, add all three totals together, and that is their score for the end of the first round. After all players have had a total of 3 rounds, the game is over and the player with the highest total wins.

Extra Notes:

If the DM wants to have a quicker game, you can make it just one round of 3 throws and highest total wins. If you would prefer to play proper dart rules, then instead of highest total wins, each player starts with a total of 501, and the value of each dart they throw gets subtracted from that total. The first person to land exactly on 0 wins. If a player lands on a value that would subtract their score past 0 into the negatives, they go bust for that round, ending their turn, and their scores resets to what it was at the start of that round.

Prize:

Prize can either be a pot contributed to by all contestants, or a large prize set by the tavern (cash or item).

Dragon Slayer

Aim:

To be the quickest to slay the dragon by having the lowest number of chips after a number of rounds.

Setup:

3d6 and plenty of chips are required, however players can just record a running total of their ‘chips’ if none are available in real life. To begin, all players roll 1d6. The player with the highest value then rolls 2d6 (if there is a tie for the highest, those players reroll). The total of the 2d6 then sets the number of rounds it will take to slay the dragon (minimum of 3).

How to Play:

On a player’s turn, starting with the player who set the number of rounds, they roll 3d6 and try to roll a double. The player keeps rolling 3d6 until they successfully roll a double. A roll without a double counts as a miss and a roll with a double counts as a successful strike on the dragon. Once the player has success struck the dragon, they take a number of tokens equal to how many rolls it took them to strike the dragon. For example, if a player had 3 misses and 1 hit, they would take 4 tokens. Play then proceeds to the next player in clockwise order and this process repeats. Once all players have completed one turn, this counts as 1 round. Rounds continue until players have played a number of rounds equal to the total of the 2d6 the start player rolled at the beginning. Upon completing the final round, players count up their chip total and the player with the lowest number of chips has slain the dragon the quickest, making them the winner.

Extra Notes:

If players wish to play again, the previous winner sets the new round total. DM can moderate the number of rounds if they wish for a shorter game (i.e. 1d4+2 to set the number of rounds instead of 2d6).

Prize:

The DM/Players can set the price of the buy-in to play the game. The winner takes the pot.

 

 

6

PART 2 | BETTING & LUCK GAMES

Gambit of Ord

Aim:

To be the player with the highest total hand.

Setup:

Named after an ancient ruler, J’mon Sa Ord, this game is about making small tactical moves/remarks to gain advantage and win big. Before a game starts, players must pay the initial buy-in to signal that they are sitting in for this round.

How to Play:

Players all roll 1d8 and keep the result hidden. Then, starting with the player on the Dealer’s (DM’s) left, players can either Raise the bet, Call the bet, or Fold. Once all bets are equal, any remaining players then roll 1d6, keeping it secret too. Then they have one final chance to Raise the bet, Call the bet, or Fold. After all bets are equal, any remaining players finish by rolling 1d4 and adding it to their total. Players then reveal their d8, d6, and d4 and announce their total. The player with the highest total wins!

Extra Notes:

If players wish to cheat, they can roll a Sleight of Hand check against all other player’s Perception checks. Players can also make some cocky remarks and roll a Deception check against another player’s Insight check to force a fold (this would usually only work on NPCs though).

Prize:

Buy-in recommended at 5gp as the pot gets big quickly with multiple calls and raises. If located in a local tavern and being played amongst simple patrons, then the winner gets to keep the entire pot. If this game is being run by an establishment like a casino, then the player only keeps 80% of the pot, with the House keeping the remaining 20%. Any ties in winners then equally split the pot, rounded down.

Dead Eye Dice

Aim:

To be the last person with dice remaining in their hand.

Setup:

Players need to have a d20, d12, d10, d8, d6, and d4.

How to Play:

Players start by rolling all of their dice at the same time. If a player rolled a 1 on any of their dice they must get rid of their best/largest dice (starting at d20 then working their way down). If a player rolls multiple 1s, then they need to discard that many dice starting with their best/largest and working their way down. The last player standing with at least one dice still in play wins the pot.

Extra Notes:

N/A

Prize:

Buy-in can either be set by the DM or by the players if they are running the game amongst themselves.

Highwayman

Aim:

Two players team up to play against the House by trying to roll above and below the Highwayman.

Setup:

The House (DM) rolls 1d20 and the result is the total of the Highwayman.

How to Play:

Players can decide who is Player 1 and who is Player 2. Player 1 then rolls 1d20. If P1 rolls below the Highwayman, then P2 needs to roll above the Highwayman, or if P1 rolls above the Highwayman then P2 needs to roll below the Highwayman. If both players roll the total of the Highwayman then this is called “Robbing the Highwayman”.

Extra Notes:

If the House rolls either a 1 or a 20 for the Highwayman, then the only possible way to win is for players to “Rob the Highwayman”. Also, if only one of the players lands on the Highwayman, then the Highwayman wins and the players lose.

Prize:

Minimum bet is 10gp per player (20gp total). As it is a challenging game to win, a regular success pays 4.00 x Bet, so the minimum players would win is 40gp each. If players succeed in “Robbing the Highwayman” it’s the biggest payout possible. DM can choose how big they think the payout should be but here is a guide based on the party’s current level:
Level 1-4 = 50.00 x Bet (500gp per player)
Level 5-7 = 100.00 x Bet (1,000gp per player)
Level 8+ = 250.00 x Bet (2,500gp per player)

New Market

Aim:

To have the highest total out of three dice and win the most out of 5 rounds.

Setup:

Players need to have a 3d6 for this game. Turn order is not particularly necessary for this game.

 

 

7

PART 2 | BETTING & LUCK GAMES

How to Play:

On a player’s turn they roll 3d6 for their first throw and set aside the dice with the highest value (if two or more dice have the highest value, then only one is set aside). They then roll the remaining 2d6 and once again set aside the highest value. The finish their turn by then rerolling their final d6 and putting it aside too. They total up the three dice and this equals their total for the round. Once all players have had their turn, the player with the highest total wins the round and scores a point (if there is a tie, players each get a point). This continues for 5 rounds and the player who has the most points after 5 rounds wins.

Extra Notes:

If there is a tie for the winner, those players play an extra round for the decider.

Prize:

Buy-in can either be set by the DM or by the players if they are running the game amongst themselves.

Roulette

Aim:

To bet on a number that the ball will land on in the spinning ring.

Setup:

The DM rolls a d20 to represent the spinning ring and the number which the ball lands on (between 1-20).

How to Play:

Players can place a varying amount of bets, with the more riskier bets paying out bigger amounts. Below is a simplified list of the various types of bets players can make that mimic the real betting system of roulette:

  • Straight-up = A bet on a single number between 1-20 that only wins if it lands on that number
  • Split = A bet on two consecutive numbers that are next to each other
  • Colour = A bet on a colour instead of a number. Players can choose red (even) or black (odd)
  • Low/High = A low bet is a bet on the ball landing on 1-10. A high bet is on the ball landing on 11-20

Extra Notes:

If you wish to add more types of bets, simple research the payout system for roulette and draw up a custom roulette board for numbers 1-20

Prize:

The above four bets payout in the following ways:

  • Straight-up = 20.00 x Bet
  • Split = 10.00 x Bet
  • Colour = 2.00 x Bet
  • Low/Hight = 2.00 x Bet

The Run of Luck

Aim:

To bet on the creature that wins the race.

Setup:

Five straight, narrow racetracks line a table with 5 individual cages at the start line filled with tiny creatures (usually lizards, but can be rats or any other tiny creature the DM chooses).

How to Play:

Players place a bet on the lizard that they think will win. Once all bets are collected, a singular cage door is lifted opening all 5 cages and the 5 lizards scurry out heading straight for the finish line. The DM rolls 1d4 for each lizard three times to represent the three stages of the race. The lizard with the highest total after three rolls wins the race. The DM can narrate each stage of the race to add intensity for the players.

Extra Notes:

The DM should give each lizard a name and an identifying feature, whether that is a painted on number, different skin colour, or something else. This way players can better choose who to bet on by deciding who they like the most.

Prize:

There is usually a minimum bet that is required in gold amount, this can vary pending your party’s level and where this game is taking place. A player whose lizard comes in 1st wins and doubles whatever their bet was (2.00 x Bet). A player whose lizard comes in 2nd gets half of their bet back rounded down (0.50 x Bet), and all other players lose their bets.

 

 

8

PART 3 | CONSTITUTION GAMES

Constitution Games

The following games revolve around players testing their constitution and ability to hold the alcohol, or retain a stomach full of food. These games are usually most suited to taverns and festivals but can be repurposed to suit any other needs.

Drinking Contest

Aim:

The first player to reach 15 points without falling unconscious or throwing up.

Setup:

Contestants can choose between four different types of drinks to drink with each one varying in strength and in the number of points they’re worth. Stronger drinks are worth more points while weaker ones are worth less. Each drink is also allocated a different DC based on its strength. Here is an example of drink names, DCs and point values:

  • “Light-hearted” (DC10), worth 2 points (Wooden mug)
  • “Bull’s blood” (DC14), worth 3 points (Copper mug)
  • “Frosty heart” (DC16), worth 4 points (Silver mug)
  • “Carnage” (DC20), worth 5 points (Gold mug, fake)

*Names, DCs, and points can be adjusted depending on the level of the party

How to Play:

Roll initiative to determine the order players will participate. Players then nominate which drink they’d like to drink on their turn and make a Constitution Saving Throw to see if they can equal/beat the DC of their chosen drink. Regardless of whether they fail or succeed the player still gets the points for the drink they consume. Everytime you fail a saving throw, you receive a penalty which makes it harder for you to win the game.
Penalties:

  • 1st fail: -2 to Saving Throws
  • 2nd fail: -2 to Saving Throws and disadvantage in Saving Throws
  • 3rd fail: “Unconscious” condition or the drinker throws up. “Poisoned” condition for 2 hours regardless

Extra Notes:

If players already have advantage in Con Saving Throws, they get to keep that advantage. Also, if players are quite regular drinkers, DM can choose to offer an extra bonus of +1, +2 or +3 pending on the character. This game is about finding the balance between scoring points quickly while also aiming for achievable DCs. If players are taking the safe option, have an NPC create tension by going for the stronger drinks, and then vice versa for the other way.

Prize:

Tavern (DM) can set the entry fee and then have the tavern offer a cash prize for the victor (DM choice)

Hour of Honour

Aim:

To have more players on your team win a 1v1 contest than the other team.

Setup:

The local tavern has reigning champions from the previous week whose team name is chiselled on a plank of wood and hanging on a wall underneath a sign that says “Hour of Honour”. Once a week the Hour of Honour takes place where one team of patrons gets the chance to challenge the current champions.

How to Play:

To commence, the tavern owner introduces the reigning champions to the stage and then starts the bidding to see who will win the opportunity to challenge the reigning champions. Based on the PCs current level and the town they are in, have a few NPC teams shout out various amounts starting with a few silver, up to a few gold. Remember, most working commoners don’t earn much, so bids like 10-20gp aren’t seen too often, and bids of 25gp+ are considered quite rare and very shocking to the other patrons. The highest bid wins (which will hopefully be the PCs) and makes their way up onto the stage placing their pot on the table. Once the teams are ready to go, the players decide the order they’ll compete in and then the tavern owner announces:

“When I clap my hands together, you both drink. It’s not the first to finish, but it’s one drink after the next. First one to pass out or lose their drink, forfeits. With your drinks full lads, BEGIN!”

The two contestants competing then roll a contested Constitution check. The lower roll is the slower drinker and loses 1 contest, ties just mean both players finish at the same time. The first to 3 losses either passes out or throws up some of their drink and is eliminated. The next PC and NPC then take their place and repeat the process. In a match of 5 v 5, the first team to 3 victories would win the whole challenge.

 

 

9

PART 3 | CONSTITUTION GAMES

Example NPC Constitution Modifiers:

  1. +2
  2. +2
  3. +3
  4. +3
  5. +4

Modify the above as needed pending on how many competitors are on the NPC team.

Extra Notes:

Make sure each team has the same number of competitors but is an overall odd number (i.e. 3v3 or 5v5, etc.). This is so you don’t end up with a draw after everyone has had their turn. If you have an even number of PCs, give the opposing team one player less and have the tavern owner come up and whisper that one of the PCs needs to sit out to make teams even. A Nat 20 wins (unless the opponent also rolls a Nat 20, in which case it’s a tie). A Nat 1 is an auto-fail resulting in the player either passing out or losing their drink (whichever makes more narrative sense). If the PCs win the contest before all contestants have had a chance to drink, you can increase the tension by having the remaining NPC demand a final “Double or Nothing” contest with the other PC who hasn’t drunk. This would simply double the pot that the challengers put up.

Prize:

The winners get to keep the pot that was put up by the challengers, minus 20% for the house. The winners also get a special token each which entitles them to free drinks for the week until the next Hour of Honour. Only competitors get tokens, so if a PC had to sit out, they don’t get a token.

Pie Eating Contest

Aim:

To eat as many pies as possible in 30 seconds (5 rounds).

Setup:

Players sit down at a long table with a large amount of small pies placed in front of them (roughly handheld meat pie size).

How to Play:

Once the announcer calls go, players go around the table a roll a Constitution check, with the total indicating how many pies they eat within that round (6 seconds).

  • Nat 1: The player throws up, and is out of the game.
  • DC0-5: No progress is made
  • DC6-10: You eat 1 pie
  • DC11-16: You eat 2 pies
  • DC17-20: You eat 3 pies
  • DC21+: You eat 4 pies
  • Nat 20: You eat 5 pies

At the completion of the 5th round, any remaining contestants who have not thrown up then tally up how many pies they ate and the winner is the contestant who ate the most pies.

Extra Notes:

If there is a tie, then the prize is shared between winners. DM can modify the DCs to match the level of their party if needed.

Prize:

DM can set the entry fee based on the party’s level. The prize will usually be a cash prize in the amount of gold pieces, but DM can swap out for a flashy item.

Swaying Knives

Aim:

To be the last person to pass out from drinking.

Setup:

A tray of drinks are ordered to share amongst the contestants. Each contestant puts up an agreed upon gold amount to form a pot (or an entry fee set by the tavern) and a single throwing knife/dagger is given to each contestant.

How to Play:

Players determine their playing order by either rolling initiative (handy if NPCs are involved) or just deciding amongst themselves. On a player’s turn they roll a Dexterity check, adding their proficiency modifier if they are proficient with daggers (simple melee weapons) to throw their knife at a circular wooden target. The target’s AC starts at 15 but increases the more contestants drink. If a contestant misses the target, they must take a drink. This increases the target’s AC by +1 for that contestant (DM or contestants will need to keep track of their individual target ACs). Once a contestant has had 3 drinks (their target’s AC becomes 18), they must then start making Constitution Saving Throws to prevent them from passing out. The starting difficulty for the saving throw starts at DC10 but increases by 3 for every additional drink. Contestants/DM will now have to track their increasing target AC and increasing saving throw DC. As soon as a contestant fails their Constitution Saving Throw, they pass out and are immediately eliminated from the game. The game continues until there is one contestant standing, and they are declared the winner.

Extra Notes:

For extra flare, the DM can decide that any player who passes out is immediately given the Poisoned condition for 1 hour. They can also ask the winning player to make one final Constitution Saving Throw against their current DC, to determine whether they are also given

 

 

10

PART 3 | CONSTITUTION GAMES

the Poisoned condition for 1 hour too or not (a fail doesn’t make them pass out).

Prize:

Prize can either be a pot contributed to by all contestants, or a large prize set by the tavern (cash or item).

 

 

11

PART 3 | DEXTERITY GAMES

Dexterity Games

The following games revolve around players testing their dexterity skills. The games revolve less around speed, and are more accuracy-based in terms of seeing how well the characters are able to hit targets. These games are mostly suited to festivals but can be adapted to taverns as well.

Archery Contest

Aim:

To score as many points as possible by landing arrows closest to the bullseye.

Setup:

Contestants take three shots at two different targets with a shortbow. Target 1 is 50ft away and Target 2 is 100ft away (rolling with disadvantage). Contestants cannot use their own shortbows or arrows, and any magical items that give bonuses to archery must be temporarily removed while competing.

How to Play:

Contestants start by aiming three shots at Target 1 and then another three shots at Target 2 to get their combined score. Contestants go one at a time, shooting all 6 arrows before the next contestant takes their turn. On their turn, players roll 1d20 + Dex + Proficiency (if they are proficient with shortbows). Their total needs to equal or beat the AC of the various sections on the targets:

  • White (AC 12) - 1 point
  • Black (AC 14) - 3 points
  • Blue (AC 16) - 5 points
  • Red (AC 18) - 7 points
  • Yellow (AC 20) - 9 points
  • Bullseye (AC 25) - 15 points

Extra Notes:

N/A

Prize:

DM decides how much the entry fee is. If this is being played as a contest/competition then there can be a cash prize (or even special item) that the winner takes home. Otherwise, this can be played as more of a skill test where there are different tiers of prizes pending on how many points the player can score with their 6 shots.

Darts

Aim:

To score the highest amount of points possible after two rounds.

Setup:

Players will get three darts to throw each round and will have two rounds to try and get the highest score possible.

How to Play:

Players determine their playing order by either rolling initiative (handy if NPCs are involved) or just deciding amongst themselves. On a player’s turn they roll a Dexterity check, adding their proficiency modifier if they are proficient with darts (simple ranged weapons). The result of their roll determines where their dart hits and how many points it scores:

  • 1-5: Miss target
  • 6-12: 1 point
  • 13-16: 2 points
  • 17-19: 3 points
  • 20+: 5 points (bullseye)

Once they have scored their first dart, they repeat this process another two times, add all three totals together, and that is their score for the end of the first round. After all players have had a total of 2 rounds, the game is over and the player with the highest total wins.

Extra Notes:

Reduce it to just one round if you wish for a quicker game, or extend it out to a maximum of three rounds for a longer game.

Prize:

Prize can either be a pot contributed to by all contestants, or a large prize set by the tavern (cash or item).

Trebuchet

Aim:

To land three sandbags in the basket.

Setup:

A long walkway has been cleared where a 5ft wide, 15ft long carpet of light brown has been set to end at an empty basket.

How to Play:

Players are given three sandbags and stand at the other end of the 10ft carpet facing away from the basket. Players then roll a DC13 Dexterity check at disadvantage as they throw the bag backwards over their head without looking. Each successful throw earns a prize, the more successful throws, the better the prize.

Extra Notes:

N/A

 

 

12

PART 3 | DEXTERITY GAMES

Prize:

DM can set the entry fee based on the party’s level. The game is best suited to item prizes. The original game had each successful throw winning the contestant a fresh strawberry, with three successful throws winning them a candied apple. DM can choose what they wish the prizes to be.

 

 

13

PART 4 | INTELLIGENCE GAMES

Intelligence Games

The following games revolve around players testing their strategic wits and puzzle-solving skills. Most challenges are mental indurances and these games are typically found in taverns, however can also be suitable for festivals or even casions if you wish.

Dragonchess

Aim:

To outwit your opponent in a strategic game of chess.

Setup:

To opponents sit down at a game of Dragonchess to test their wits and strategic skills.

How to Play:

Player commence the game by rolling a contested Intelligence check + Proficiency if they are proficient with Dragonchess. The winner of the contest gets 1 victory point. The first person to score 3 victory points wins the game.

Extra Notes:

If you want the game to go a little longer and make it a little more contested, you can make it first to 5 victory points.

Prize:

Pending on why the players chose to play, the prize can either be simple bragging rights, or each players can begin the game by putting up a certain gold amount and the winner keeps the pot.

 

 

14

PART 5 | STRENGTH GAMES

Strength Games

The following games revolve around players testing their strength and might. They deal with challenges that either directly test their strength against an opponent, or by completing some sort of task/obstacle. These games are usually found at festivals but some can be utilised in certain taverns.

Arm Wrestling

Aim:

To overpower your opponent by slamming their arm flat onto the table.

Setup:

Imagine an arc with 5 sections for how this game works. You have the neutral position in the middle which is at 90°angle, then one space either side of neutral which is at a 45° angle, then finally there is the winning position at 0° either side. A judge counts contestants down from 3. Once they say “Go!” contestants roll initiative to see who gets the jump on who.

How to Play:

Contestants roll opposing Strength checks, with the contestant who rolled the highest initiative getting advantage on their first roll of the match. The contestant with the highest total moves their arm one section closer to their winning space (so from the neutral 90° to their 45°, which means they’re one space away from winning). Players keep making contested Strength checks until someone forces their opponent’s arm onto the table.

Extra Notes:

If a contestant rolls a Nat 20, then they move their opponents arm TWO spaces forward. If this happens in the neutral 90° position, then it is an instant win. On the other side, if a contestant rolls a Nat 1, then their arm gets shoved back TWO spaces. In the very rare situation where one contestant rolls a Nat 20 and the other rolls a Nat 1, it is an instant win to the contestant who rolled a Nat 20 and the loosing contestant suffers 1d4 points of bludgeoning damage as their arm is slammed into the table with severe force.

Prize:

Prize depends on the situation of the challenge. If it’s just between two patrons at a tavern, then it would just be the pot of the total buy-in (i.e. 5gp each, so 10gp winnings). However if it a stall at a festival, then the prize could be money or maybe they win an item like a candied apple or wooden toy sword.

Sailor’s Mast

Aim:

To beat your opponent in being the first to reach the top of a 50ft pole.

Setup:

Contestants roll initiative to see who gets on their pole first once the starter shouts “Go!”. The two poles are side-by-side and are only 5ft apart. This is a race between only 2 contestants.

How to Play:

On their turn, contestants roll an Athletics (Strength) check. If a contestant has a climbing speed then they can make this check with advantage. The result of their roll determines how far they climb up the pole:

  • Natural 1 = You fall 15ft down the pole
  • DC 1-5 = You fall 10ft down the pole
  • DC 6-10 = You fall 5ft down the pole
  • DC 11-14 = You don’t gain any distance
  • DC 15-19 = You climb 5ft higher
  • DC 20+ = You climb 10ft higher
  • Natural 20 = You climb 15ft higher

The first person to reach the top of their pole on their turn is the winner.

Extra Notes:

Instead of climbing their pole, a contestant can choose to try and pull their opponent lower or kick them off. They can only do this if they are level with their opponent, or the opponent is only 5ft above or below them. To do so, the attacking contestant makes an Acrobatics (Dexterity) check. The result of the roll will match a DC to determine what happens:

  • Natural 1 = You fall off your pole, losing (take falling damage equivalent to 1d6 per 10ft)
  • DC 1-11 = You slip and fall 5ft down your pole
  • DC 12-14 = Your opponent shrugs off your attempt and nothing happens
  • DC 15-19 = Your opponent falls 5ft down their pole
  • DC 20+ = Your opponent falls 10ft down their pole
  • Natural 20 = You knock your opponent off their pole causing them to lose

Prize:

DM decides what the entry fee is and if there is a cash prize, or an item reward.

Stone Giant’s Run

Aim:

To be the first to push a large heavy boulder 50ft over a finish line.

 

 

15

PART 5 | STRENGTH GAMES

Setup:

Contestants roll initiative to see who gets off the line first once the starter shouts “Go!”

How to Play:

Contestants make a DC15 Strength check to push the boulder forward. A successful check moves the contestant forward 10ft. A Nat 20 moves the contestant forward 15ft, while a Nat 1 results in the contestant slipping and their boulder rolling back 5ft.

Extra Notes:

For added excitement, model the race with minis/tokens (either physical or digital). This builds excitement with the players as they watch on.

Prize:

DM decides what the entry fee is and if there is a cash prize, or an item reward.

The Crucible

Aim:

To knock the other contestant unconscious in a fist fight.

Setup:

Contestants cannot wear any armour (lowered AC) and cannot bring in any weapons (unarmed strikes only). Use of magic is also against the rules.

How to Play:

Contestants roll initiative to determine order. Players then proceed to make unarmed strikes against each other’s AC and take any other action/bonus actions, or use various feats/class features as if in normal combat. Damage can be as per the rules (1 + Strength Mod), or the DM can decide to add a dice roll in to make it more interesting and variable (1d4 ÷ 2 + Strength Mod, rounded down – minimum of 1). Turns keep happening back and forth until one character is knocked unconscious.

Extra Notes:

If a character has a feat (such as Tavern Brawler) or a class ability (such as a Monk’s Martial Arts) that overrides damage for unarmed strikes, then this applies for the damage instead of the previously mentioned rules. Also, depending on where this event takes place, you can have officials that are healers or who have healing potions that can slightly heal up losing contestants to just help them regain consciousness.

Prize:

Bookies can control the pit taking bets from the contestants and surrounding crowds as a way to provide winnings. Otherwise, if contestants choose not to place bets on themselves, then they play purely for pride. DM can decide odds based on the contestants, examples being 2.00 x Bet for the favourite and 4.00 x Bet for the underdog.

Titan’s Grasp

Aim:

To flip a solid stone cube onto its side.

Setup:

A large, solid stone cube (2ft x 2ft) rests on a thick, metal bar with a fulcrum wheel in the centre. A sledgehammer rests nearby.

How to Play:

Players hold the sledgehammer and slam it down as hard as they can onto the metal bar trying to lift the edge of the stone cube to flip it. Players make a DC18 Strength check, with a successful check flipping the stone over to its other side.

Extra Notes:

If players try again without resting in between attempts, then the DC increases by 1 with each attempt without a rest. If you wish to make the challenge harder, increase the size of the cube and the base DC for the strength check.

Prize:

DM sets the entry fee for 1 swing. Successful players win the total of the current pot at that point in time. The DM can come up with a value of the current pot based on the current entry fee and how long people have been playing for.

 

 

16

PART 6 | WISDOM GAMES

Wisdom Games

The following games revolve around players testing their wisdom and seeing how perceptive they are. These games are typically found at festivals, but can easily be placed in a tavern or even casino.

The King’s Vault

Aim:

To correctly guess the cup that holds your coin underneath.

Setup:

A simple wooden table stands with three plain silver cups adorning it and an attendant waiting patiently behind.

How to Play:

Players step up to the table and place down 1sp or 1gp. The attendant then covers the coin with one of the cups and begins rapidly shuffling them around constantly reordering them. The player whose coin was put down makes a DC16 Perception (Wisdom) check to see if they could keep track of where the cup that held their coin went. A successful check reveals their coin, but a failure shows an empty cup

Extra Notes:

To make this more challenging, you can simply increase the DC for the Perception check and describe it as the attendant moving the cups even faster than before. You could even turn it into a grift, where the first attempt is pretty easy, and then when the player puts up more money, the attendant moves faster to try and prevent them from winning.

Prize:

If the player correctly guesses the location of their coin they get it back plus one more matching one, effectively doubling their money.

 

 

17

PART 7 | MULTI-SKILL GAMES

Multi-Skill Games

The following games revolve around players utilising all of their skills to complete various obstacles and puzzles as quickly as possible to win. These games are most typically found at festivals in a large arena area where it is a spectacle to watch competitors.

Sava

Aim:

To destroy the other person’s noble houses using your sharp, strategic wit and charisma to fool the opposing player.

Setup:

This odd version of chess is a drow invention. Two players play against each other using ebony pieces resembling drow warriors, mages and priestesses. A game of Sava takes roughly 30 minutes and each player agrees on a bet before the game begins.

How to Play:

Sava is played in 3 stages and players will make contested skill checks within each stage to see who is currently winning the strategic contest. The totals that are rolled in each stage are recorded somewhere by the players.

Stage 1 - Intelligence

Players will roll a contested Intelligence check. If a player or NPC happens to be proficient in Sava, then they can add their proficiency modifier to this roll.

Stage 2 - Insight

Players will roll a contested Insight check and record their totals.

Stage 3 - Deception

Players will roll a contested Deception check and record their totals.


At the end of the third stage, the three totals are combined and the player with the higher total is the winner of the game, thus, keeping the pot. In the event that the totals tie, then the game finishes in a stalemate and both players receive their bets back.

Extra Notes:

As the DM, feel free to briefly describe each stage of the game based on the skill check that is required and who won that contest.

Prize:

The winner of the game keeps the pot. As the game goes for a long time, a sizeable starting bet is required to make a decent pot worth both players’ time. A standard minimum bet is approximately 20-30gp each, but wealthier people may place bets of 50gp or more per game. However, if this game is being leisurely played in somewhere like a tavern, then the bets may be significantly smaller (i.e. 5gp per player), as players are merely playing for enjoyment and to pass the time.

The Hero’s Challenge

Aim:

To be the first person to reach the end of the obstacle course.

Setup:

Players roll initiative to determine turn order as they progress through the 5 stages of the obstacle course.

How to Play:

Starting with the player who rolled the highest initiative and then progressing down, players roll relevant checks pending on what stage of the course they are up to. Here is a list of the 5 stages and the required checks for each stage:

Stage 1 - Wall Climb

A 15ft wall with small slits between each wooden slat to provide small finger and foot holds. Players make a DC14 Athletics (Strength) check at this stage.

Stage 2 - Mud Crawl

A 20ft crawl through wet slippery mud with barbed wire hung low overhead. Players make a DC12 Survival (Wisdom) check at this stage.

Stage 3 - Hay Bale Push

A large 7ft cylindrical hay bale that needs to be rolled 40ft across a marked line. Players make a DC16 Strength check at this stage.

Stage 4 - Swinging Bats

A boxed in corridor that is filled with swinging wooden bats attached to rope and a spinning contraption. Players make a DC15 Acrobatics (Dexterity) check at this stage.

Stage 5 - Hedge Maze

A 50ft x 50ft square maze created with large wooden barriers that stand 10ft tall. Players make a DC18 Investigation (Intelligence) check at this stage.


Once a player rolls the successful check for the stage they are currently in, they get to advance to the next stage. The first player to successfully pass each of the 5 stages wins the race.

Extra Notes:

DM can adjust the DCs for each section based on their party’s level and how easy/challenging they wish to make it. If a player rolls a Nat 1, then DM can adjudicate the consequence. Perhaps the player falls off the wall and takes 1d6 falling damage, perhaps they get mud in

 

 

18

PART 7 | MULTI-SKILL GAMES

their eye and has disadvantage on their next roll for that stage (or they subtract 1d4 from their total), it’s up to the DM. If the player rolls a Nat 20, the DM can also decide if that grants any benefits. Maybe it can be as simple as they move through that stage so fast their surge of adrenaline gives them advantage on their next roll (or they can add 1d4 to their next roll). If the DM wants the race to go on a bit longer or be a bit more challenging they can require contestants to make two successful checks before they complete that section of the obstacle course.

Prize:

DM’s decision, but can usually be a large cash prize or maybe a desirable item.