Popular games

"Tavern games"

  Armwrestling
Place bet, other player matches.
There are 5 positions total: 1 neutral where players start, and 2 on either side of the middle. A player winning a round after moving forward from neutral two times, wins the match.
  Both players lock arms across a sturdy surface. Each makes an Athletics check.
  • Even checks mean no progress is made for either player.
  • If one player scores higher than the other, but not more than 5 points, no progress is made but that player has Advantage on the next Athletics check while armwrestling.
  • If one player scores more than 5 points over the other OR gets a Natural 20 (or other player gets a Natural 1), the player with the higher score that round gains ONE POSITION forward.
  • Boost: Concentrate your energy and provide a boost of strength for the next round. Gain Advantage on the next Athletics check (Can stack with other Advantage). A player can use this skill a number of times equal to their CON mod.   Blackjack
    Place bet, other player matches.
    Each player draws a card until both players either HOLD or BUST by going over 21.
      Your objective is to get as close as you can to totaling 21 without going over. Each player is dealt TWO cards randomly from the deck, then continue taking turns choosing to HIT, taking another card, or HOLD, ending your chance to take more cards, until everyone holds or busts.
      Closest to 21 without going over wins the pot.
      Royal War
    Place bet, other players match.
    Each player draws 5 cards, but doesn't show them to the other players.
      Your objective is to get the best hand as you can. Each player decides how many cards they would like to discard, and then draws that many replacement cards. After each player has either chosen to Hold or Draw cards, all players choose whether to up the ante or not. Finally, all players display their hands to one another.
      Best hand wins the pot.
      Cups
    Each player puts an ante into the pot.
    Each player rolls THREE six-sided dice (3d6), then repeats this process two more times so that a total of 9 dice are rolled per player.
      Winner is determined by:
    A) The player with the highest total of all 9 dice.
    B) Each player pits the total of each set against the other player's chosen set, with highest winning that round. The winner is the one that wins TWO OUT OF THREE of these contests.
      Counter Chaos
    Each player puts an ante into the pot.
    Each player can roll the following dice once: d20, d12, d10, d8, d6, and d4
      You pick which dice to roll and your objective is to get as close as you can to totaling 21 without going over. Once you roll a die, place it off to the side and it contributes to your total—you cannot use that die again this round. Players take turns rolling TWO dice of their choice, then continue taking turns rolling ONE die of their choice until everyone holds or busts.
      Closest to 21 without going over wins the pot.
      Darts
    Place bet, other player matches.
    Each player rolls 1d20 + Dex mod + 3d6
      12 or less: Miss the target entirely.
    13-16: 2 points
    17-20: 4 points
    21-24: 6 points
    25-34: 8 points
    Natural 20 or 35+: 10 points
      Specials
    d6's roll all same #: Bonus # points
    d6's & d20 roll all same #: Bonus 15 points
    d6's total equals d20 roll: Bonus 10 points
    total of d6's & d20 equal 20: 5 points
    Natural 20: Bonus 10 points, perfect bullseye
      Each player throws five darts at a target. The target has different numerical values associated with specific points. The one with the highest score wins.

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