Dragon Dice

Three gamblers sit around a table at the bar while a shadowy figure in the corner observes. They each roll a die but before they can continue, one points out that the other was cheating. A bar brawl breaks out. A game played throughout the lands by both hardcore gamblers and idle children. It is typically played with only 2 or 3 people, but will occasionally be lpayed with groups as large as 8. Players of the game will often seek out and/or craft their own set of dice for the game. Though the dice are always the same, each individual will customize them how they see fit. Naturally, this brings out the worst in some who will try to sneak in with loaded dice.

Overview

The point of the game is for each player to score as close to 21 points as they can without going over. Each player requires a single d4, d6, d8 and d12. Optionally, each player may also be given a cup or "perth".

Gameplay

Dragon dice is played through a series of stages, each following the previous.

1st Betting Stage. To start, all players must put add an equal wager to the pot. The game may be played for fun without betting any amounts.

Rolling Stage. Each player then rolls the lower three of their dice, keeping them hidden from the other players using either their hand or their perth (cup). The only die not rolled in secret is the d12. Each player then rolls their d12 in front of themselves, keeping the die out in plain view of everyone else. Players then sum up the results of their lower three dice and keep this to themselves. This is their initial score.

Trading Stage. At the count of three, each player either points towards themselves or towards another player. All players must point at the same time and are not allowed to change who they're pointing at. If a player points to themselves they keep their d12. If a player points to another player, they must give their d12 to that player. The result of each roll does not change.

2nd Betting Stage. Players may now add an additional bet to the central betting pool if they wish. A bet added during this stage must be matched by all other players, lest they fold.

Counting Stage. Each player then sums up the results of their d12 (if they kept it) as well as any d12s they received from other players, and adds it to their initial score. This is a player's final score, which they must announce. If a player's final score is over 21 they immediately lose the round.

The player who scores closest to 21 without going over wins the round and all the money in the pool. If 2 or more players win with the same score the pool is split up evenly amongst them with any remainder going towards the next round.

Perfect 21

A perfect 21 occurs when a player's final score is exactly 21

Natural 30

If a player rolls a 4, a 6, an 8, a 10 and a 12 during the rolling stage (before they trade their dice) that person scores a natural 30. Any player whose score is 30 must immediately announce it, at which point they win the round. If a player does not announce this before the trading stage they forsake their natural 30.

Playing with Fire

When all is lost, sometimes a brave hero must turn around and brave the dragon's fire to be victorious. Playing with fire ives players a second chance at victory in exchange for great risk.

After the counting stage any player may announce that they are going to be playing with fire. To do so, they must add a bet equal to or greater than the initial bet to the pool. They are then allowed to roll as many of their d12s as they wish. They must keep the new rolls regardless of what they are.

Note that in order to play with fire a player must have received at least one d12 if they gave theirs away, or must have kept their d12.

Cheating

Cheating is always a major part of any betting game. Sometimes a trained trickster will be successful and earn their keep through dirty tricks, and sometimes it may ensure a bar brawl.

In order to cheat a player must roll a Sleight of Hand (Dexterity) ability check to succesfully change the result of one of their dice. The DC of this roll is 13 during the rolling stage and 18 during the trading and counting stages. The player must make a separate roll for each die they intend on changing. A player has disadvantage if they have failed to cheat in a past round as all other players are mistrusting of them.

The DM may implement any additional cheating rules as they wish.

Alice's Notes The average score for the initial roll is 10.5, exactly half of 21. The total average score for all four dice is 17. This adds a little bit of padding for other players' d12s. If you replace the d12 with a d20 then the average score increases to exactly 21, but then receiving another player's die would become a near guaranteed death sentence.