Wing Cross (dice game) Tradition / Ritual in Valor | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Wing Cross (dice game)

Wing Cross is a popular game across Valor, but especially among those who consider themselves well-learned or clever. Though house rules abound, there are three main variants: the one primarily played in Albion is sometimes called White Cross (though not usually in Albion itself, where it is the default version), the one primarily played in Damerel Shire is called Crossing Way, and the one played primarily by Valorian Knights is called Templar Dice.

History

The precise history of the game is unclear. Though some suggest that it was invented by farm workers toiling under the Raithar Empire, who needed a way to entertain themselves for cheap and without attracting their overseers attention, there is also evidence that it was played by those very overseers as well. Which group adopted it from the other is no longer clear.

Execution

The rules of Wing Cross are easy enough for someone to learn in the course of a few games, but mastering the skill and strategy of it takes a lifetime. This is complicated by the plethora of house rules and variants one might encounter--those often recognized as the most skilled players will often keep strictly to their preferred version of the game, so as not to dilute their well-honed instincts.

In casual play, arguments over the rules in place, how to score complex moves, and the general morality of one's opponents abound, and may even be considered a core part of the game itself.

Components and tools

The only necessary component is a set of dice. It can technically be played with dice meant for greenreading (though no serious greenreader would use their divining dice for anything so mundane), but most variants make use of a "game set" of dice--four six-sided dice and one twenty-sided dice per player.

The only other requirement is an open space, which may be a cleared table but is often a floor. Some people prefer to use a playing mat, with indications on the board to track the more precise aspects of the game, but this is only required for the Crossing Way variant popular in Damerel Shire.

Participants

The game can generally be played with either two players or two teams of two. White Cross also allows for three players; Templar Dice requires four and often involves a fifth as a dedicated scorekeeper.

With two, the roles are Attacker and Defender, and are swapped every three turns (newer players are encouraged to use a three-sided die to track this). With four, the roles are expanded to Attacker, Opportunist, Defender, and Support. The roles are swapped every other turn, first with the members of each team flipping roles, then with the teams swapping offence and defense. In White Cross, a third player is Opportunist, and the three roles are passed around the table every three turns.

Known To
Common Knowlege

Colloquialisms

The game has inspired several turns of phrase, including "crosses his wings backwards," to refer to a fool, or particularly to someone who is pedantic about their mistakes or spreads misinformation. "Plays wing cross with himself" refers to someone who is overly proud of their own cleverness, and someone who "plays wing cross through breakfast" refers to someone who displays their so-called cleverness at length to anyone who'll listen.

The common practice of arguing the rules in one's own favor has lead "always wins by their own rules" to refer to someone who is an excellent (if untrustworthy) negotiator.



Cover image: Photo by Manfred Richter

Comments

Author's Notes

I'll probably be adding a couple images, but otherwise, I want to call this done instead of overworking it to death (like I do with so many small aspects of the world...)

I would love to hear whether or not the details here help you picture the type of game it is, without having covered much of the actual rules or trying to teach you how to play it.


Please Login in order to comment!