---
## Dragon’s Gambit
- [Players:: 2+]
- [Dice:: d8, d10, d12, d20]
**How to Play:**
- Each player rolls a die of their choice (d8 to d20).
- A special "Dragon Die" (d12) is rolled by the dealer each round.
- Everyone bets or folds.
- If a player's die **matches or beats** the Dragon Die, they stay in; otherwise, they’re out.
- The last remaining player takes the pot.
###### d8 — The Wing
- **Precision Bonus:** If the player rolls a **7** or **8**, they may immediately roll a d4 as a bonus roll and add its result to their score.
- **Reversal Chance:** If the dealer rolls a **natural 12**, the player may force them to **reroll their result** if they had chosen a d8 that round.
###### d10 — The Dragon
- **Double Down Option:** If the player rolls a **natural 10**, they may choose to **double their wager** before the dealer reveals their roll.
- **Luck’s Favor:** If the player’s roll is **within 1 point** of the dealer’s roll (e.g., player 7, dealer 8), the player receives **half their wager back** instead of losing fully.
###### d20 — The Gamble
Rolling a **d20** is a high-risk, high-reward option.
- **Critical Win:** Rolling a **natural 20** results in an **immediate victory**, where the dealer automatically loses, regardless of their roll. The payout is **double the standard reward**.
- **Critical Failure:** Rolling a **natural 1** results in an **immediate loss**, with the payout penalty doubled. The player cannot withdraw after a critical failure.
- **High Risk:** Losing with a d20 requires you to pay an additional 50% of your wager.
---
## Fate’s Spiral
- [Players:: 2+]
- [Dice:: 6d6]
- [Goal:: First player to reach 6,000 points wins]
**How to Play:**
- The first player rolls 6d6 and may continue to roll until they 'bust'.
- If you use a die to gain points, it is removed from your dice pool.
- If you successfully use all of your dice without busting, you regain all 6d6 and may continue rolling.
###### Rolls
- **Single 1** = 100 points
- **Single 5** = 50 points
- **Three of a kind (except 1s)** = Dice value x 100 points (e.g., three 4s = 400 points)
- **Three 1s** = 1,000 points
- **Four of a kind** = Triple score of three-of-a-kind (e.g., four 3s = 900 points)
- **Five of a kind** = 2,000 points
- **Six of a kind** = 3,000 points
- **Straight (1-2-3-4-5-6)** = 1,500 points
- **Three pairs** = 750 points
- **Full house (three of a kind + a pair)** = 500 points
###### Rule Variants:
- **“King’s Gambit” Rule:** Rolling exactly **1-2-3-4-5-6** in one roll allows the player to instantly score **3,000 points** and end the round.
- **“Cursed Roll” Rule:** Rolling **all six dice with no scoring values** automatically subtracts **500 points** from your score.
- **“High Stakes” Rule:** Players must reach **7,500 points** to win, making riskier plays more valuable.
---
## Liar's Dice
- [players:: 2+]
- [dice:: 5d6]
- [equipment:: a cup]
**Liar’s Dice** is a classic dice game of deception, strategy, and bluffing. Each player attempts to outwit their opponents by making bold claims (or calling out lies) about the values rolled on hidden dice.
The goal is to be the last player standing by accurately calling bluffs or successfully misleading your opponents.
1. Each player rolls their 5 dice **in secret** under their dice cup.
2. Players may peek at their own dice but should keep them hidden from others.
3. The starting player makes an opening bid — a declaration about the total number of dice showing a certain value among **all players’ dice** (e.g., “Three 4s”).
4. Each time a player loses a challenge, they lose **one die**.
5. Players with zero dice are eliminated from the game.
6. The game continues until only one player remains with dice.
##### **Gameplay**
Play proceeds clockwise. On their turn, a player must either:
###### Raise
- Increase either the **quantity** (e.g., “Four 4s”) or the **value** (e.g., “Three 5s”).
- Players can increase both in the same turn if desired (e.g., “Four 6s”).
###### Call
- If a player believes the previous bid is false, they call **“Liar!”**
- All players reveal their dice.
##### Resolving a Challenge
- Count the total number of dice that match the value in the challenged bid.
- If the bid is **equal to or less than** the actual count, the bidder wins, and the challenger loses one die.
- If the bid is **greater than** the actual count, the bidder loses one die.
---
## Cutpurse’s Hand
[players:: 2-6]
**How to Play:**
- A handful of **gold and fake coins** are placed on the table.
- Players take turns **snatching** as many coins as possible within a second.
- If they grab too greedily and take a cursed coin, they **lose half their stash**.