Six Stone Steal Tradition / Ritual in Phasmatum | World Anvil

Six Stone Steal

Inside the hazy Ghede room of the Rainbow Serpent, a jazz singer belts out a strong melody. In the far corner, two men sit on low leather couches, placing branstones on a glass table as they prepare to play a game of Six Stone Steal.
  Six Stone Steal is a popular card and dice game which originated in Sikel City. Equal parts strategy and luck, this is an easy way to acquire additional branstones . . . at the risk of losing your own. Although this game is typically played with frequent magic users who perceive no loss for the stones they bet, more serious players consider Six Stone Steal an excellent way to acquire rare or unique stones. The game is played between two people, although there are variants which can include additional players.  

The Stakes

  Six Stone Steal always begins with a debate about each branstone’s worth. Each person offers up six stones, which must correspond with a value. A “one” value stone is low stakes and a “six” value stone is high stakes. Each stone must correspond with an individual number between one and six. Quite participatory for the audience, there often will be onlookers who provide commentary about stones’ value and perceived lowballing. Once the debate comes to a conclusion, the stones are placed in the center of the table, lined from the lowest to the highest value.  
“You want to put an Oju Stone at a three value? They practically give these away at the Vodu Shops. This will not do. It is a one, if even that. You are trying to cheat me, my brother.”   “Ah, but this isn’t just a simple Oju spell inside. It allows you to see any person who carries sky domain attacks. A very powerful thing indeed.”   “Ha!" One woman shouts from the crowd. “I don’t know if that’s all that useful unless you’re skulking about at night. I’d give it a two at best.”   “A two, now, I could agree to . . . “
 

The Tools

  Each player has one six-sided die and one 24 card deck. The card decks must have different color backings so that players able to differentiate between the two decks. Each deck has the following card values:  
  • 6 playing cards with two value
  • 6 playing cards with one value
  • 4 playing cards with three value
  • 4 playing cards with four value
  • 2 playing cards with five value
  • 2 playing cards with six value
  People typically bring their own die and card deck, although it is not uncommon for bars to have their own card decks and dice for use. Players are allowed to examine the dice and cards of their opponents. However, one must choose their words delicately when asking to examine their opponent's tools.   Part of the game can be the exaggerated bravado of each player and laments of being accused of dishonesty. If a player doesn’t know how to play this conversation correctly, the game could end before it even begins based false offense. On the other hand, a naive player can be misled by an unscrupulous player with marked cards or loaded die.  
“Let’s examine each other’s decks before we begin.”   “My deck? You want to examine my deck?! My brother, do you not trust me? Talk to Francis, here, he will tell you there has never been a more honest man.”   "It's true! He is a very honest man."   “I'm sure you are honest, but—“   “Ah, if you thought I was honest you would not falter with the buts. How could you even doubt me? Your cousin Naomie will tell you I stood as witness for her initiation. Do you think she would let a dishonest man stand witness? How can I trust a man who does not trust his family?” The man begins to stand, signaling he is through with the conversation and the game. Of course, he doesn’t stand too quickly . . .   “My brother, I trust you. You are a honest and good man.” The accuser holds up his deck; his other hand on his opponent’s arm in supplication. “But my deck is borrowed. I want to ensure there is nothing wrong with it.”   The defendant chuckles. All evidence of feigned offense disappears as he accepts his opponent’s deck, flipping through the cards with a deft hand. “Then let us examine one another’s tools. Just to be sure.”  
 

The Game

  First Round   To begin Six Stone Steal, each player shuffles their own deck before the two decks are combined again and shuffled once more. Each player rolls their die. The person with the lowest number will be the “decider” for the first round. The decider is the last person to shuffle the combined deck. When faced with a tied round, the decider will also choose whether to “roll” or “draw”.   Beginning with the person who rolled the highest number, the players will draw four playing cards alternately. With their four cards in hand, each player will set one card facedown. At the same time, they flip their card over. The person with the highest card wins the round.   The person who has the losing card must give up the stone that corresponds with the losing card’s value. For example, if the player who lost put down a “four” card, they must slide their “four” branstone to the winning player’s side of the table.   In the event of a tie, the decider chooses whether the players will:  
  1. Roll: Each player rolls their dice. The person with the highest roll wins the round.
  2. Draw: Each player can add one more card to their hand. The winner is the person with the combined highest number. They receive both branstones which correspond with the loser’s cards.   The decider is always the person who lost the previous round.
 
The decider examines his cards. They had each put down a four and now it's up to him to choose whether they roll or draw. Four was his highest card. There is a chance it was his opponent's highest card as well, or perhaps he has a five hidden for such an occasion. The ones and twos in his hand won’t get him very far. It’s best to let fate decide his hand.   “We roll,” the decider says, taking out his die. The dice fall. His five beats his opponent's two. His opponent pushes the four-value branstone across the line, a slight frown wrinkling his brow.
  New Rounds   At the end of the round, players can replenish the card(s) they played + one. If they wish to draw one extra card, they must discard a card in their hand. Each round should begin with players having four cards in their hand. Cards are discarded facedown. Cards in the discard pile are not shuffled back into the deck.   Unplayable Cards   When a person loses a branstone, any card which has the corresponding number is considered “unplayable”. Although they can keep unplayable cards in their hand, they are unable to play them. Players are expected to have at least two “playable” cards in their hand at all times.   High Risk Playable Cards   The exception to this rule is “high risk” playable cards. This is when a person lays down a card that corresponds to a branstone they no longer have, however, they still have a branstone of a higher value. For example, they lay down the “four” value card but they have already lost their “four” branstone. If they lose this round, they must give up the next highest branstone (five or six). However, if they win, they receive the four-value branstone.   Branstones may switch between players between rounds. For example, if a player wins their opponent's branstone and subsequently loses their own, they are able to play the card that corresponds with their opponent's branstone because they now own it.  
The man lost his four value branstone but the four is the best card he has at the moment. Should he risk losing his five branstone in order to win the round? Deciding to do so, he places his four card. His opponent chose to gamble with a two. It felt good winning the round, even if he wasn’t all that impressed with the Oju sight stone.
 

Ending the Game

  Traditionally, players agree upon a number of rounds. Six rounds is common. This can make it a very fast-paced game with onlookers offering to play the winner in a new game.   However, some people continue the game until either one person has all of the stones or the deck runs out, whichever comes first. If playing until the deck runs out, play continues once the last card is drawn until one player has less than four cards in their hand. You cannot discard a card if there are no cards left in the deck.   Games are expected to end amicably. The winner will often buy the defeated a drink.  
“You played a good game my brother,” the defeated says, slapping his opponent on the back. “But I got that special Oju stone of yours so I can’t be too disheartened.”   “It was just luck,” the victor smiles, trying not to be too obvious as he slips his winning stones into his inner pocket. “Next time, I am sure fortune will favor you. Now how about I buy us a round of goldberry whiskey?”
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Cover image: by Cottonbro

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