TEXT: Well met, Players!
  I think in all fairness, I should explain to you exactly
  what it is that I do. As the premier prankster of the
  Forgotten Realms, it is my divine duty to sprinkle the
  gnomish spirit throughout the multiverse. Nobody—
  and I mean nobody—better take themselves too
  seriously. Especially not now. Now more than ever is
  the time for fun. Time for games. Time for a little bit
  of good luck.
  Please take these games and play them. Play them
  with your friends, your lovers, your pets, your kids,
  your whatever. Play them at your next family
  gathering with your weird uncle and let your
  laughter enchant him. Play them by yourself before
  your next D&D session, as you prepare your mind for
  adventure in the world as it ought to be.
  Just play. And remember that in life and in gembones,
  sooner or later you will succeed. But only if you
  keep rolling.
  Good luck!
  
  Tripledip
  A GAME OF CHANCE PLAYED WITH THREE GEMBONES OF THE SAME VALUE
  Order of Play
  Step One. The game begins. All players roll 3g4 in the be�ng zone, or ‘tray’.
  Step Two. Any player that scored a ‘point’ by rolling one of the winning combina�ons is ‘locked’ and
  does not roll again un�l a new game begins. (See Winning Combina�ons)
  If all three gembones show the same number, that number is the point score. This is
  known as ‘trips’.
  If two of the three gembones show the name number, the number of the third gembone
  is the point score. This is known as ‘dubs’.
  If two players score the same point with dubs, the number on the non-scoring pair
  of gembones is the �ebreaker.
  Step Three. All players that have not yet locked in a point reroll the same 3g4 un�l they roll a winning
  combina�on.
  All gembones must always be rolled.
  Step Four. When all players are locked, the player with the highest winning combina�on wins the game.
  If the winner scored with dubs, all other players give the winner 1g4.
  If the winner scored with trips, all other players give the winner 3g4.
  If two or more players have the highest score and cannot be resolved by �ebreakers,
  those players reroll 3g4. The first player to score any winning combina�on wins the game.
  All players that did not have the highest score of the ini�al game give the winner
  gembones based on the winner’s ini�al highest score.
  All players that also had the highest score of the ini�al game but did not win give
  the winner gembones based on the winner’s final score.
  Final Step. The game ends and a new game begins.
  WINNING COMBINATIONS
  Trips
  Winner Receives
  4, 4, 4
  3g4 from all players
  3, 3, 3
  3g4 from all players
  2, 2, 2
  3g4 from all players
  1, 1, 1
  3g4 from all players
  Dubs (‘X’ is the pair of matched gembones)
  Dubs �ebreaker is the highest ‘X’
  X, X, 4
  1g4 from all players
  X, X, 3
  1g4 from all players
  X, X, 2
  1g4 from all players
  X, X, 1
  1g4 from all players
  
  Lucky No. 13
  A GAME OF SKILL AND CHANCE POPULAR AMONG WORSHIPERS OF THE TRICKERY DOMAIN
  Order of Play
  Step One. Each player rolls g10 to determine the order of play, beginning with
  the lowest number and con�nuing to the highest number.
  Players should physically rearrange in this order around the table if possible.
  If two or more players roll the same number, those players roll a g8 to determine their
  order between themselves within the overall order.
  Con�nue this method for �ebreakers using a g6, a g4, and if necessary, a g2 (flip a coin).
  Step Two. Players take turns in order rolling one gembone at a �me, choosing from
  a g4, g6, g8, and g10, a�emp�ng to roll a total of 13 without going over, or ‘bus�ng’.
  Players may roll each gembone only once.
  Players may choose to stop rolling at any �me.
  If a player either rolls over 13 or stops rolling, it is the next player’s turn.
  Step Three. Play con�nues un�l either:
  Someone rolls a 13.
  The game is over. They are the winner.
  They win 1 gembone with the highest result from each player that took a turn.
  If two or more gembones show the highest result, the winner gets the larger gembone.
  It is possible that other players did not get to take their turn. This is another advantage
  of rolling later in the game.
  All players had a turn and nobody rolled 13.
  The game is over. The player that was closest to 13 is the winner.
  They win 1 gembone with the lowest result from each player that took a turn.
  If two or more gembones show the lowest result, the winner gets the smallest gembone.
  If two or more players have the same highest result, the player that rolled the least
  number of gembones is the winner. All other players that rolled the same highest result
  do not give gembones to the winner.
  Iftwoormoreplayershavethesamehighestresultandrolledthesamenumberofgembones,the
  playerwiththehighestindividualresultisthewinner,followedbythesecondhighestresult,andsoon.
  If the winning rolls are iden�cal, reroll all the gembones in a single roll. The winner is the
  closest to 13 without bus�ng.
  Final Step. The game ends and a new game begins.
  
  Rolled Gold
  A GAME OF CHANCE WITH A NUMBER OF PLAYERS COMPETING AGAINST THE HOUSE
  Order of Play
  Step One. Players place the table minimum wager die, or ‘buy in’ in the be�ng zone, or ‘tray’.
  Players may place a higher value die or more dice in the tray before the game begins.
  All dice in the tray before the game begins must be wagered in that game.
  Step Two. The house rolls 1g20, and the game begins.
  If the house rolls a 1, all wagers in the tray are paid 1 to 1, and the game is over.
  Step Three. The house calls the game’s payout die based on the g20 result. (See Payout Table).
  Step Four. The house calls for players to place their wager dice in the tray.
  Step Five. Players place new wager dice in the tray, up to the table maximum.
  Three wager dice per game is standard.
  If the wager die is larger than the buy in die, a player may choose to remove the buy in die from the tray, or let it ride.
  Step Six. The house will call for all bets to be final. The house inspects all trays. Players should not
  touch the dice or the tray un�l the house calls for players to roll their dice, or ROLL ‘EM!
  Step Seven. The house calls, ROLL ‘EM!
  Step Eight. Players roll each wager dice one at a �me and leave them in the tray for the house to
  examine.
  Touching any dice or the tray a�er the final roll is considered bad form.
  Step Nine. The house will examine each final roll:
  If the result is a 20, the house pays 3 to 2 of the payout. A 20 on the gembone is known as ‘Rolled Gold’.
  If the result is equal to or higher than the house g20 roll, the player receives the payout die from the house.
  If the result is lower than the house g20 roll, the house takes the wager die.
  Final Step. The game ends, and the next one begins. Players clear the tray of all dice except the buy in
  dice for the next game.
  House d20 Roll Result
  Payout Die
  2–3
  g4
  4–6
  g6
  7–8
  g8
  9–10
  g10
  11–12
  g12
  13–18
  g20
  19–20
  g100
  PAYOUT TABLE
  
  Barovian Boneyard
  A GAME OF CHANCE PLAYED AGAINST THE HOUSE
  Order of Play
  Player’s Roll...
  Roll Name
  Payout
  < Highest house roll
  AND > Lowest house roll
  Ravenlo�
  2 to 1
  = One house roll
  Svalich
  1 to 1
  = Both house rolls
  Vallaki
  2 to 1
  > Highest house roll
  OR < Lowest house roll
  Mist
  Player loses
  Step One. All players place their g6 wager die in the tray.
  A player may choose to wager mul�ple gembones for the same game. Each roll resolves
  individually.
  Step Two. The house rolls 2g6. The game begins.
  Step Three. The range between the results of each of the house rolls determines
  the winning combina�ons for the game. The greater the difference between the
  two rolls, the be�er odds the player has of winning.
  Step Four. Players roll 1g6 and compare the result to the house rolls:
  Results lower than the highest house roll and higher than the lowest house roll are known
  as ‘Ravenlo�’. Payout is 2 to 1.
  Results matching either of the house rolls is known as ‘Svalich’. Payout is 1 to 1.
  If the house rolls doubles, matching the roll is known as ‘Vallaki’. Payout is 2 to 1.
  Results higher than the highest house roll and lower than the lowest house roll are known
  as ‘mist’. The player loses the gembone they rolled.
  House rolls of the highest and lowest value on the gembone are known as ‘Van Richten’.
  A player will win something on Van Richten no ma�er the result of their roll.
  Final Step. The dealer calls out the name of each player’s roll and payouts are
  resolved. The game is over, and a new game begins.
  WINNING COMBINATIONS
  
  Hag’s Haggle
  A GAME OF CHANCE AGAINST THE HOUSE
  Order of Play
  Step One. If this is the first game or any new players have joined the game, the dealer will
  state their code of conduct for the table.
  Step Two. The dealer calls which gembones will be rolled in the game. Unlike most games, the
  gembones used may change each game, at the dealer’s discre�on.
  At any point during a game, the dealer may ask a player if they wish to make a side wager on the
  result of a single roll. This is known as ‘Striking a Bargain’ and is commonly offered to players a�er
  a few consecu�ve unlucky rolls.
  Step Three. Players place wager dice in the tray.
  Step Four. The house rolls. The game begins.
  Step Five. The players roll their wager dice in the tray.
  Any gembones rolled outside of the tray are lost, but the dealer may ask the player if they want to
  ‘strike a bargain’ to redeem it.
  Step Six. The house inspects all rolls.
  The dealer pays close a�en�on for any players breaking their code of conduct.
  The dealer may offer to strike a bargain:
  Players that lost may be offered a second chance.
  Players that won may be offered a chance at even greater odds.
  Step Seven. Payouts are resolved:
  If a player rolled the same number as the total house rolls, the player wins 3 to 1, 6 to 1, or 9 to 1
  depending on the game’s gembone.
  If a player rolled higher than the total house rolls, the player wins 1 to 2.
  If a player rolled lower than the total house rolls, the player loses.
  Final Step. The game ends and a new game begins.
  WINNING
  COMBINATIONS
  House Roll
  Player Roll
  Payout
  on Match
  Exceed Payout
  1 to 2
  2g4
  1g8
  3 to 1 (3g8)
  1g4 (lose 1g8)
  2g6
  1g12
  6 to 1 (6g12)
  1g6 (lose 1g12)
  2g10
  1g20
  9 to 1 (9g20)
  1g10 (lose 1g20)
  
  I Cast ‘FIREBALL’
  A FAST-PACED GAME OF SKILL PITTING ALL PLAYERS AGAINST EACH OTHER IN A RACE
  Order of Play
  Step One. All players hold 8g6 in their hands and begin shaking un�l a dealer or
  designated spectator calls ‘cast’! The game begins.
  Whomever called cast is also expected to watch intently to see which player wins first.
  Step Two. All players roll 8g6 and examine the results, looking for which number
  appears the most o�en. This is known as the player’s ‘target’.
  Once a target is selected, all gembones with that result are placed to the side. Those
  gembones are considered ‘locked’ and cannot be lost this game.
  Step Three. Players reroll all remaining gembones. Gembones that rolled the
  target are placed aside with the others.
  Players may choose to change their target mid-game.
  Step Four. Play con�nues un�l one player has rolled all their gembones to
  a single number. As soon as that happens, that player yells ‘FIREBALL’! The game
  ends. All other players stop rolling.
  Final Step. All players take any gembones that were not yet locked and give
  them to the winner. A new game begins.
  In the event of a �e, the other players decide who was the winner.
  If they cannot agree on a winner, whomever called cast decides which player was the
  winner.
  
  Tiamat
  A GAME OF SKILL AND CHANCE PLAYED WITH UP TO FIVE PLAYERS USING A SPECIAL DECK OF PLAYING CARDS
  Step One. Two to five players each place 1g100 on the playing area visible to all players. All players roll 1g100. The
  player with the highest roll becomes the ‘dealer’, responsible for shuffling and passing out cards in the first game.
  All players place their 1g100 with the highest value ‘00’ facing up.
  Each player begins the game with 10 total points, or ‘life’. The 1g100 is rotated at the end of each hand to reflect the player’s new total
  life. This is known as a ‘life counter’.
  Step Two. The dealer shuffles the deck and deals a card face down to every player, star�ng with the player si�ng to the
  dealer’s le� and con�nuing clockwise un�l all players have 5 cards. The remaining deck is placed aside for now.
  Step Three. The game begins. Each player picks up their cards, or ‘hand’ and tries to make a winning combina�on. (See
  Winning Combina�ons).
  Step Four. Players may choose up to 4 cards to discard and replace with new cards. Discarded cards are placed face
  down in front of the player un�l all players that wish to discard have done so.
  Step Five. The dealer deals each player their new cards face down, dealt in the same order as the ini�al deal. Discarded
  cards are placed in a pile face down, and are not used again un�l the next hand.
  Step Six. Players reveal their hand and announce their highest winning combina�on.
  Step Seven. The player or players with the highest winning combina�on reduce life, or ‘damage’ all other players by the
  damage value of their hand.
  All players reduce the amount of damage they take by the damage value of their own Hand. This is known as ‘blocking.’
  All remaining unblocked damage is reduced from the player’s life.
  If two or more players are �ed with the same highest winning combina�on, any player that has a second winning combina�on can use it to
  damage the other �ed players that do not have a second winning combina�on.
  Step Eight. Players rotate their life counters to reflect the damage taken in this hand.
  When a player is reduced to 0 life, they lose the game. Their g100 is placed in a secure place on the table visible to all players, or the ‘hoard’.
  Step Nine. The Hand is over, and a new hand begins. The player to the dealer’s le� becomes the new dealer.
  Final Step. Play con�nues un�l only one player has life remaining. That player is the winner of the game, and wins the
  hoard. The game is over.
  Players that were eliminated or new players may not wager another 1g100 to join, or ‘buy in’, to a game in progress.
  Order of Play
  Hand Best Result
  Hand Name
  Hand Damage Value
  1 card of each color
  Tiamat (best hand)
  5 Damage to ALL players
  (can’t be blocked)
  5 cards of one color
  Ancient Dragon
  5 Damage
  4 cards of one color
  Adult Dragon
  4 Damage
  3 cards of one color
  Young Dragon
  3 Damage
  2 cards of one color
  Dragon Wyrmling
  2 Damage
  1 card of one color
  Dragon Egg (not used in
  scoring, but it is cute)
  0 Damage
  WINNING COMBINATIONS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Glittergolds Guide to Gambling handouts (optimized).pdf