TEXT: 1
  A series of dice games to play in taverns found 
  in the world’s greatest roleplaying game
  Anne GreGersen
  TAVERN GAMES
  Tableside Fun for the Weary Adventurer 
  
  2
  Contents and Credits
  Credits
  Lead Designer: Anne Gregersen
  Editing and Writing: Anne Gregersen
  Cover Illustrator: Jean-Léon Gérôme
  Interior Illustrations: Carl Wilhelm Hahn and Valentin de 
  Boulogne
  NB: Any used pictures and images in this document that 
  are not self-created are allowed to be used in commercial 
  products. If this should change, the images in question will 
  be removed at replaced. 
  Legal: DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of 
  Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright [2018] 
  by Anne Gregersen and published under the Community 
  Content Agreement for Dungeon Masters Guild.
  Take a Seat! 
  Gaming Sets .....................................................................................3
  Rules of Play .....................................................................................4
  Gaming Set Proficiency .............................................................4
  Bluffing ........................................................................................4
  Cheating ......................................................................................4
  Reading Your Opponent ...........................................................4
  Tavern Games 
  Card Games .....................................................................................5
  Mountains ...................................................................................5
  Ruler’s Bluff .................................................................................5
  Triangle ........................................................................................5
  Twelve Nights .............................................................................5
  Dice Games ......................................................................................5
  Farkle ...........................................................................................6
  Mason ..........................................................................................6
  Middle’s 7 ....................................................................................6
  Pig ................................................................................................6
  Twins of Chance (Roulette)  .....................................................7
  Weighted Scales .........................................................................7
  
  3
  Take a Seat!
  Many a would-be hero have started their journey towards 
  adventure by meeting interesting folk in a tavern. Games 
  of chance and skill are a common sight in the taverns and 
  inns of the world, and offers a great opportunity to mingle 
  with the local populace, as well as listent to the latest 
  gossip and rumors going around the area. 
  The following section offers different types of playing 
  cards and dice sets, as well as rules and mechanics 
  surrounding cheating and bluffing while playing games of 
  chance with your fellows at the table. 
  Gaming Sets
  Some people take pride in their skill and luck at the 
  gambling table, just as artisans take pride with the skill 
  they have with their tools of choice. These people might 
  have chosen to indulge themselves with a fancy deck of 
  cards, or maybe in a dice set that has a tendency to roll one 
  number more than is normal.
  Gaming Sets
  Item
  Cost
  Dice set, common
  1 sp
  Dice set, clear
  2 gp
  Dice set, ivory
  5 gp
  Dice set, steel 
  1 gp
  Dice set, weighted double
  5 gp
  Dice set, weighted heavy
  10 gp
  Dice set, weighted high
  1 gp
  Dice set, weighted sticky
  20 gp
  Playing card set, common
  5 sp
  Playing card set, fancy
  2 gp
  Playing card set, simply marked
  2 gp
  Playing card set, expertly marked 
  20 gp
  Dice set, common. This is a simple set of polyhedral 
  dice. They are often carved from wood or bone, and the 
  faces of the dice are marked with simple numbers. 
  Dice set, clear. This set of dice is made out of glass or 
  crystal. Though it might look fragile, it is surprisingly hard 
  and will not break or chip from being thrown on a table. 
  The dice are see-through, making it impossible for them to 
  be weighted unless by magical means. 
  Dice set, ivory. This is a well-carved and decorated set 
  of dice made from beautiful white ivory with the numbers 
  drawn on in dark color. 
  Dice set, steel. These steel-cast dice are heavy and have 
  a definite weight to them when they are thrown, which 
  makes them very satisfying to use. 
  Dice set, weighted double. These dice look like normal 
  dice, but they have been modified. These dice have had the 
  face with the 1s removed and replaced with a second 6. 
  While playing dice games using these dice, you can’t roll 
  1s. If someone suspects something is off with the dice, they 
  must succeed on a DC 5 Investigation check to determine 
  that the dice have been tampered with. 
  Dice set, weighted heavy. These dice were made to be 
  slightly heavier to one side, giving higher chances of rolling 
  a specific number. When you play using these dice there 
  is an 80% chance that the dice will roll the number they 
  favor. Making heavy dice requires the work of a skilled 
  craftsman, and they look just like regular dice. If someone 
  suspects something is off with the dice, they must succeed 
  on a DC 10 Investigation check to determine that the dice 
  have been tampered with. 
  Dice set, weighted high. These dice are the least 
  popular dice among fraudulent players, as the cheating 
  aspect of the dice is easy to spot. High dice have had the 
  dice faces of 1, 2, and 3 replaced with the numbers 4, 5, 
  and 6. While playing dice games using these dice, you can’t 
  roll 1s, 2s, or 3s. If someone suspects something is off with 
  the dice, they must succeed on a DC 5 Investigation check 
  to determine that the dice have been tampered with. 
  Dice set, weighted sticky. These dice are hollow and 
  have an lining of sticky resin and a tiny metal ball on the 
  inside of them. This ball can be loaded to a particular 
  side of the dice by hitting the dice against a hard surface, 
  making the interior ball stick to the resin, and skew the 
  rolls towards a specific number. When rolled, there is an 
  80% chance that the dice will land on the opposite side 
  of the designated number, as the iron ball is weighing 
  the dice down. Sticky dice are very difficult to spot, as a 
  talented con artist can quickly change the nature of the 
  dice by slamming the dice against their palm or the table. If 
  someone suspects something is off with the dice, they must 
  succeed on a DC 20 Investigation check to determine that 
  the dice have been tampered with. 
  Playing card set, common. The backs of this simple 
  card set made out of thick paper is blank or has a very 
  simple pattern. Each card is painted with a marker 
  determining its suit and value. 
  Playing card set, fancy. The quality of this card set 
  is much higher than that of a normal set. The backs are 
  decorated with a complex design, and each card is painted 
  with beautiful artwork depicting famous people and 
  creatures. 
  Playing card set, simply marked. This set of playing 
  cards has been marked with drawn lines of ink on the 
  backs and by folding the corners. While playing with this 
  card set, you have advantage on every check you make 
  to cheat or get a read on your fellow players. If someone 
  suspects something is off with the cards, they must 
  succeed on a DC 10 Investigation check to determine that 
  the cards have been tampered with. 
  Playing card set, expertly marked. This set of playing 
  cards has been marked with elegant, subtle differences 
  in shading and colors when they were made. These 
  differences are subtle enough that most average players 
  won’t notice them. While playing with this card set, you 
  have advantage on every check you make to cheat or 
  get a read on your fellow players. If someone suspects 
  Entertainment, Games and Gambling
  
  4
  something is off with the cards, they must succeed on a DC 
  20 Investigation check to determine that the cards have 
  been tampered with. 
  Rules of Play
  Playing games comes with its own set of rules. People have 
  expectations as to how you will behave and act, and an 
  attempt at cheating might end with you getting thrown out 
  of the establishment or getting a beating in a back alley of 
  the tavern. 
  Gaming Set Proficiency
  If you are proficient with a gaming set, such as playing 
  cards or a dice set, then you can add your proficiency 
  bonus to any check you make while playing a game that 
  uses that specific type of gaming set. 
  If the situation calls for the use of a specific skill while 
  playing with a gaming set you are proficient with, such 
  as Sleight of Hand or Deception, you are considered 
  proficient in that skill. 
  Bluffing
  When playing games that involve betting over a number of 
  rounds, you might want to want to trick your fellow players 
  into thinking you have better cards than you actually do. Or 
  you might try to fool them by making them believe you have 
  a weak hand when you don’t. 
  To bluff, you make a Charisma (Deception) check against 
  your opponent’s Wisdom (Insight) check. If you roll a 
  higher Deception check than the opposed Insight check, 
  you were able to bluff the person in question. Likewise, if 
  you roll lower, the person sees through you trickery and 
  will catch your bluff. 
  Cheating
  Most tavern games offer some ways of cheating if you are 
  creative enough. It might involve fumbling a die or pulling a 
  card from your sleeve. 
  If you are trying to cheat by way of manipulating the 
  dice or cards being played with, you must make a Dexterity 
  (Sleight of Hand) check opposed the Wisdom (Perception) 
  checks of those sitting with you or watching you play. 
  Anyone who rolled a higher Perception check than your 
  Sleight of Hand check noticed that you were attempting 
  foul play. 
  The DM determines if it is possible for you to cheat 
  in a given situation. When cheating, you get to reroll one 
  die. You choose which die to reroll and you must take the 
  second result. You cannot determine the outcome of the 
  die.   
  Reading Your Opponent
  You can try to get a read on how confident or 
  uncomfortable your fellow players at the table are feeling 
  without them knowing. This check is usually limited 
  to once per game. To get a read on your opponent, you 
  make a Wisdom (Insight) check against their Charisma 
  (Deception) check. If you roll high enough on your Insight 
  check, you are able to get an idea about how confident the 
  person you’re playing against is in the hand they have. If 
  you roll lower than the opposed Deception check, you are 
  unable to get a read on the person in question. 
  
  5
  Tavern Games
  Depending on where you are from in the world, different 
  games of chance and skill have been established as a 
  means for people to gamble some coin or test their wits 
  against their friends. For the wandering tribes to the north, 
  it was most likely displays of strength and agility that took 
  center stage, whereas the southern cities with their taverns 
  and inns took on playing cards and dice games as a means 
  to pass the time. 
  The following games act as supplements to what 
  entertainment you might be able to find at the local 
  watering hole, as well as more serious games found in 
  houses of chance and gambling dens. 
  Card Games
  The following games are played using a playing card set, so 
  if a character has proficiency with a playing card set they 
  may be able to use their proficiency bonus when playing 
  the games in this section. The results of the games are, 
  however, still determined by rolling dice, despite the fact 
  that the characters are using cards in-game.  
  Mountains
  This game of cards had its origin in heavily mountainous 
  regions, but it has spread to be popular among many 
  different peoples and societies. 
  Number of Players: Minimum of 1 (against the house)
  Betting: This game is most often played against the 
  house, but can also be played in groups. The house has 
  set a minimum buy-in, which varies depending on the 
  establishment. 
  Before any cards are drawn, the players must pay the buy-
  in. After the buy-in has been paid, the house rolls 2d8 and 
  shows the result to the players. The players can now bet 
  money up to a maximum of triple the buy-in. After betting, 
  they draw one card, represented by rolling 1d8. If the 
  number on their die falls between the two numbers rolled 
  by the house, the player gets the double of their total bet, 
  including the initial buy-in. If they fail or the house-rolled 
  dice are the same or has no numbers between them (such 
  as 4 and 5), the player loses. 
  Ruler’s Bluff
  A card game made popular by the higher nobility, which 
  was later adopted by the lower classes. The rules 
  were seen as too complex, and then were simplified by 
  the common people to make it easier and quicker to 
  understand.  
  Number of Players: Minimum of 2
  Betting: Players throw a set amount of coins into a pot 
  before drawing any cards. Every round, each player 
  has the chance to raise the bet, call it, or fold after 
  drawing cards. Betting continues until all bets are equal. 
  Whoever wins takes the pot.   
  The game has three rounds. The first round, each player 
  rolls 3d6, which they keep hidden. The second round, 1d6 
  is rolled out in the open. The third round, another 1d6 is 
  rolled out in the open. Once per game, a player can discard 
  one of their hidden dice, rerolling it, but this can be done 
  only in the first or second round. Whoever has the highest 
  hand after the third round wins. 
  1 is low and 6 is high. Lowest to highest hands are: pair, 
  two pairs, three of a kind, low straight (1-5), high straight 
  (2-6), full house (one pair and three of a kind), four of a 
  kind, five of a kind. 
  Triangle
  A game that was invented by the settlers of three small 
  islands lying just off the coast. Travelers who passed 
  through the area were quick to pick up the game and bring 
  it with them as they continued on their journeys. 
  Number of Players: Minimum of 2
  Betting: Players throw a set amount of coins into a pot 
  before drawing any cards. Every round, each player 
  has the chance to raise the bet, call it, or fold after 
  drawing cards. Betting continues until all bets are equal. 
  Whoever wins takes the pot.
  The game has three rounds. The first round, each player 
  rolls 1d12 which they keep hidden. The second round, 
  each player rolls 1d8 which they keep hidden, and the third 
  round each player rolls 1d6 which they keep hidden. 
  The player with the highest total wins. A 26 is the 
  highest possible number you can get, but the best hand you 
  can get is a 3 (1, 1, and 1) which beats everything. 
  Twelve Nights
  Supposedly, this game was first introduced to the common 
  people through a comedy play. Though the play itself has 
  been lost to history, the game grew popular enough to find 
  a place at many gambling house and tavern tables. 
  Number of Players: Minimum of 1 (against the house)
  Betting: This game is most often played against the 
  house, but can also be played in groups. The house has 
  set a minimum buy-in, which varies depending on the 
  establishment. 
  The objective of this game is to get a total of 12. Each 
  players start with two cards, represented by 2d6 which 
  are rolled when the bets have been made. The players are 
  playing against the house.
  1s can be worth either one or ten points, otherwise 
  points equal the number rolled on the dice, and players 
  can choose to hit or stay. Taking a hit means rolling an 
  additional d6. 
  If the final hand of a player is lower than 12 and higher 
  than that of the house, the player wins their bet back. If the 
  player hits a total of 12, the payout is double what they bet. 
  If the house wins, the player loses their bet. The player can 
  also choose to fold, taking back half of their initial bet. 
  Dice Games
  The following games are played using a dice set, so if a 
  character has proficiency with a dice set hey may be able to 
  use their proficiency bonus when playing the games in this 
  section. The results of the games are determined by the 
  players at the table rolling dice.
  
  6
  Farkle
  The first recorded mention of Farkle was in a festival 
  directory advertising an upcoming fair meant to honor the 
  coming of summer. Due to its simplicity, it was quick to 
  gain popularity and is a common pass-time among people 
  all over the continent.  
  Number of Players: Minimum of 2
  Betting (Optional): The players throw a set amount of 
  coins into a pot before rolling any dice. The winner takes 
  the pot. 
  A game of Farkle can take a while to finish, and is a 
  common past-time among tavern goers or merchants 
  waiting for their carts to be inspected by the city watch. 
  The objective of Farkle is to be the first one to reach 
  10,000 points. Many variations of rules exist for Farkle, the 
  most common ones having been listed below. 
  One player begins by rolling their six dice and checks to 
  see if they have rolled a scoring combination (which can be 
  read below). Any dice that make up a scoring combination 
  can be set aside and the player may then choose to roll all 
  the remaining dice. Each time they roll, the player must set 
  aside at least one scoring dice, but they don’t have to set 
  aside all scoring dice. 
  If all dice are set aside for scoring, the player can roll all 
  six dice again and continue to add onto their accumulated 
  score. 
  A player’s turn continues until they fail to roll any scoring 
  dice or they decide to bank their scored points, writing 
  them down and adding them to any points granted by 
  previous rounds. The dice are then forwarded to the next 
  player. First one to reach 10,000 points wins. 
  Scoring:
  •	 1. 100 points.
  •	 5. 50 points. 
  •	 Three 1’s. 1000 points. 
  •	 Three 2’s. 200 points. 
  •	 Three 3’s. 300 points.  
  •	 Three 4’s. 400 points.  
  •	 Three 5’s. 500 points.  
  •	 Three 6’s. 600 points.
  •	 Series (1, 2, 3, 4, 5, and 6 together). 3000 points.
  •	 Three Pairs. 1000 points. (4 of a kind and a pair is 
  1500 points).    
  Scoring combinations only count if they are made on the 
  same roll. So if you roll a 1 on one turn, and then roll two 
  1s on the next turn, you have 300 points, not 1000. 
  Optional rules:
  •	 Minimum Score. To bank your points, you must roll 
  a minimum of 400 points.
  •	 Initial Score. To start banking your points, you must 
  roll a minimum of 1000 points first. 
  •	 Greed. If the player that went before you did not roll 
  all their dice, you may roll those dice in addition to 
  the 6d6 you are already rolling. 
  Mason
  Though not as old as Farkle, Mason has risen to be just as 
  popular as the game it is inspired by. Mason is believed to 
  be a heavily modified version of Farkle made popular by 
  workers and laborers who wanted to be entertained during 
  their breaks.  
  Number of Players: Minimum of 2
  Betting (Optional): The players throw a set amount of 
  coins into a pot before rolling any dice. The winner takes 
  the pot. 
  Each player has 6d6, which are rolled at the same time. 
  After rolling, you tally all the dice that rolled a 4 or higher 
  and reroll them. Repeat until no die rolls a 4 or higher. Your 
  score is determined by the number of die rolls that are 4 
  or higher. The winner is determined after one round of 
  playing. Highest score wins. 
  High-Round Mason. The winner is the one who reaches 
  a set score first, usually between 20 and 50 depending on 
  the length of the game. Players keep their total scores after 
  each round, adding them together as they go through the 
  rounds. First one to reach the set score wins. 
  Middle’s 7
  A simple and quick game that is a common sight in many 
  taverns, though it is in competition with Weighted Scales 
  for popularity in gambling dens. 
  Number of Players: Minimum of 1 (against the house)
  Betting: This game is most often played against the 
  house, but can also be played in groups. The house has 
  set a minimum buy-in, which varies depending on the 
  establishment. 
  Players place their bets and then declare either Higher, 
  Lower, or Middle’s 7. The house then rolls 2d6 and adds 
  the numbers together. 
  Higher refers to numbers that are higher than 7, Lower 
  refers to numbers lower than 7, and Middle’s 7 is a total 
  of 7. If a bet of Higher or Lower is correct, the return is 
  double. If the bet of Middle’s 7 is correct, the return is 
  triple. 
  Pig
  Just like Farkle and Mason, Pig is a simple game that is 
  very popular among the common people. Pig is especially 
  popular among the poorer classes, as the need for 
  materials is low. Unlike Farkle and Mason, which both 
  require the use of six dice, Pig only needs one dice to play.  
  Number of Players: Minimum of 2
  Betting (Optional): The players throw a set amount of 
  coins into a pot before rolling any dice. The winner takes 
  the pot. 
  Each turn, the player rolls 1d6 again and again, tallying up 
  the numbers as they roll them as their score. The player 
  must roll a total of 7 before they can write down their score 
  and pass the die to the next player, but they do not have to 
  stop at 7 and can keep going as long as they like. 
  If the player rolls a 1, they score nothing on that turn and 
  it becomes the next player’s turn. The first player to reach a 
  set amount of points, usually between 50 and 100, wins. 
  
  7
  Twins of Chance (Roulette) 
  An extremely popular game in casinos and gambling 
  houses, it is sometimes played with a large spinning wheel 
  instead of dice if the gambling house is wealthy enough. 
  Number of Players: Minimum of 1 (against the house)
  Betting: This game is most often played against the 
  house, but can also be played in groups. The house has 
  set a minimum buy-in, which varies depending on the 
  establishment.
  For this game, the house rolls 2d20s that are of different 
  colors or are otherwise easy to tell apart. Most standard 
  gambling houses uses dice that are black and white. 
  The player can choose between different kinds of betting: 
  •	 Single Number - 3:1 Return. The player picks one 
  specific number between 1 and 20. If either of the 
  dice rolls the chosen number, the player wins.  
  •	 Single Number, Specified - 9:1 Return. The player 
  picks one specific number between 1 and 20 to be 
  rolled on one specific die. If the chosen die rolls the 
  chosen number, the player wins.
  •	 Odd or Even - 1:1 Return. The player picks between 
  even and odd numbers. If both the dice roll to land 
  on the player’s choice of odd or even, they win. 
  •	 Odd or Even, Total - ½:1 Return. The player picks 
  between even and odd numbers. If the total of the 
  rolled numbers land on the player’s choice of odd or 
  even, they win.  
  Weighted Scales
  Due to this game favoring the house so greatly, it is a 
  common find in lowly and high-end gambling houses alike. 
  Number of Players: Minimum of 1 (against the house)
  Betting: This game is most often played against the 
  house, but can also be played in groups. The house has 
  set a minimum buy-in, which varies depending on the 
  establishment.
  The player picks one number between 1 and 6. The house 
  then rolls 3d6. If one number lands on the chosen number, 
  the player gets a their bet back. If two numbers land on the 
  chosen number the return is doubled, and if three numbers 
  land on the chosen number the return is tripled.
  Light Scales. The rules are the same for Light Scales as 
  they are for Weighted Scales, except the house rolls 3d4s 
  instead of 3d6s, and the player picks a number between 1 
  and 4 instead of between 1 and 6.
  
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