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Tavern Games

Taverns and dedicated Game Lounges across Merra often host some kind of games and usually involving betting. Either the tavern itself may host and organise it, or simply patrons spill out the dice or cards and play.    

Dynasties

  The Kingdom of Fiumri is famous for its internal conflict between royal families. Dynasties was inspired by Three Dragon Ante, but has changed over the centuries to become its own game.   The rules are quite detailed and can be found here: Dynasties - Game Rules    

Delver Ten

  The game is only a few centuries old, having been invented by a Valoris noble who had a fascination with the ancient Helgard Empire. It is said he developed the game following his venture in the ruins near Helsgate.   Player chooses their desired outfit from below.   From a shuffled deck of 10 cards (ranging from 1 to 7, 11 to 13), the player enters the room and then rolls a d20. If they exceed the difficulty, they can decide to pay an additional stake and venture deeper, or take their current winnings.   Rewards are calculated by the total stake multiplied by the number of cleared rooms. if the entire dungeon is cleared, the final winings are then doubled.   E.g. If the initial stake was 1gp, followed by 1gp extra for each room, the winnings would be 1 room: 1gp (i.e. they win their 1gp back), 2 rooms: 4gp, 3 rooms: 9gp, 4 rooms: 16gp, 5 rooms: 25gp, 6 rooms: 36gp etc).  
  • Mace: After entering room, add +2 to roll (3 uses).
  • Foresight: Pay stakes and re-roll (2 uses).
  • Bag of Gold: After rolling, player pay an additional stake and then place room at bottom of Dungeon and reveal next room instead (3 uses).
  • Charming Smile: After defeating a dungeon, player can pay to the stakes and capture the current room and add its value to any future die roll. Only one room can be charmed at any one time, and if 2nd card is charmed, it repalces the current one. (2 uses).
   

The Prophet's Wheel

  An old, simple game dating back to the Uncivilised Age, where a small bronze ball would be cast on spinning plate with numbers from 1 to 20 are painted on, with blue and white resembling odds and evens respectively. Nowadays the plate is prettier and designed to integrate the House, but its design is relatively unchanged after millennia.   A player bets on a specific number or odds/even, and if the small ball lands on that number or sequence, will be reward (x6 for correct number, x2 for odd or even).    

Cliff 's Edge

  A game of risk pitting players and the house to see who can get the closest to the edge without falling off, an old Dezarian children's game, though this is a game is played ona table using dice.  
  • Players roll to see who goes first.
  • Roll 2d12, this is the target number.
  • Players take turns to roll a d6 to try and get the closest to the target number, without rolling higher. After each roll, they can decide to push forward and roll another d6 to add to their total score.
  • If their total is over, they fall off the cliff - if playing against the house, it wins the Player's stake, otherwise goes towards the ultimate winner's stake.
  • If playing against the House, once all players have rolled, the house rolls the Target Number - 3, plus d6. House pays winners 2:1.
   

Hubris

  A contraption collecting dust in one of the corners within the Prophet Keep of Havenlok, its clay exterior resembling a golem monster from fairy tales. It provides a test of strength. It is said that no one has even beaten it.

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