Azoun's Hold 'em

This game of cards originated in the kingdom of Cormyr, and was often played by the knights at King Azoun's hold.

Rules

Azoun's Hold 'em is a gambling game which uses cards. To represent these cards, you can use a d6 for each card. Whenever the rules refer to cards, they mean the dice you are using to represent them.

The game consists of many rounds. Each round is played as follows.

Gameplay

The players first decide an ante. This sum is placed by each player into the pot.

Three cards are then dealt to each player. To represent this, each player rolls 3d6 keeping the results private.

Now a round of betting begins. Each player can put a sum of money into the pot. Every player can either raise the current bet, match it or fold. Once a player folds, they are out of the round.

Each player then can choose exchange two, one, or none of their cards. This is represented by each player rerolling the relevant number of their dice. They must specify how many they are rerolling to the other players.

Another round of betting ensues, similar to the first.

Finally, the players who have not yet folded show their hand, and whoever has the best hand wins the round and takes all the money in the pot.

The Winning Hand

A player's hand consists of three cards (3d6). The hierarchy of winning hands is as follows. The less likely hands beat the more likely ones.

Three of a kind: All three of your cards have the same number on them. For example 5, 5, 5.

All three of your cards have the same number on them. For example 5, 5, 5. Straight: All three of your cards are in consecutive order. For example 4, 5, 6.

All three of your cards are in consecutive order. For example 4, 5, 6. Same parity: All three of your cards are either all odd or all even. For example 3, 1, 1 or 2, 4, 6.

All three of your cards are either all odd or all even. For example 3, 1, 1 or 2, 4, 6. Two of a kind: Two of your cards have the same number on them. For example 2, 2, 3.

If two or more players both have the highest type of hand at the table, their three cards are summed up and the player with the highest total wins. If the totals are the same, the money is split evenly among them.

Cheating

Although cheating is dicouraged, and an opponent might take violent actions if they caught you cheating, it is still possible to do so.

Proficiency

A player with proficiency in playing cards can add their proficiency bonus to any ability check and to their passive perception if they are not otherwise proficient in that skill.

Sleight of Hand

If a player decides to cheat at any point during the game, they can roll a Dexterity (Sleight of hand) check to attempt to reroll a die or turn one of the dice onto a face of their choosing.

They can cheat in this way once in each of the betting stages of each round.

If the player rolled higher than all of their opponents' Passive Perception scores by 5 or more, they can turn one of the dice onto a face of their choosing. This represents having cards up their sleeve or choosing specific cards from the deck.

If the player rolled higher than all of their opponents' Passive Perception scores, but by less than 5, they can reroll one of their dice. This represents discreetly picking a card at random and discarding a card they dislike.

If the player rolled lower than or equal to the Passive Perception of the most perceptive player, but higher than or equal to that of the least perceptive player, they are unsuccessful in their attempt to cheat, but the player does not notice. This represents a player being too attentive to grant you the opportunity to cheat.

If the player rolled lower than the Passive Perception of the least perceptive player, they are caught in their attempt to cheat, and the other players might respond in a hostile manner.

Casting Spells

A player can also attempt to cheat using spells, such as Prestadigitation to change the number on a card or Suggestion to persuade them to fold.

If the spell has somatic or material components, casting it discreetly will require a Dexterity (Sleight of hand) check. If the spell requires both components, it is rolled with disadvantage.

If the spell has verbal components, casting it discreetly will require a Dexterity (Stealth) check. A spell with verbal and other components will require both checks to succeed to cast the spell discreetly.

If the player rolled higher than all of their opponents' Passive Perception scores on both their Stealth and Sleight of hand checks, they succeed.

If the player rolled lower than the Passive Perception of the least perceptive player on either of their checks, the spell is cast and they are caught.

Otherwise, they do not succeed but are not caught, and the spell is not cast.

The DM decides how each spell affects the game. For example, an illusion spell might alter a card, and Detect Thoughts might reveal the opponent's hand.