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Tavern Games

This document provides instructions for several dice and chance-based games that can be played by characters in a Dungeons & Dragons campaign during downtime in a tavern. It describes arm wrestling, which uses strength checks and dice rolls to determine the winner; battle dice, where players roll dice and eliminate their opponent's dice; better's dice, a higher stakes game where players bet and try to roll the number shown on a central die; and provides summaries of some other games like ranger game and shots. The games are meant to help bring more roleplaying opportunities and fun activities to in-character socializing between adventures.

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Lawrence Wilson
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0% found this document useful (0 votes)
585 views9 pages

Tavern Games

This document provides instructions for several dice and chance-based games that can be played by characters in a Dungeons & Dragons campaign during downtime in a tavern. It describes arm wrestling, which uses strength checks and dice rolls to determine the winner; battle dice, where players roll dice and eliminate their opponent's dice; better's dice, a higher stakes game where players bet and try to roll the number shown on a central die; and provides summaries of some other games like ranger game and shots. The games are meant to help bring more roleplaying opportunities and fun activities to in-character socializing between adventures.

Uploaded by

Lawrence Wilson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TAVERN GAMES

games for Dungeons Masters to bring some life to the in between


BY MATTHEW ASHCRAFT

TABLE OF CONTENTS
ARM WRESTLING - pg 3
BATTLE DICE - pg 4
BETTER'S DICE - pg 5
KING'S SUM - pg 6
RANGER GAME - pg 7
RINGERS - pg 8
SHOTS - pg 9
_
Art Credits:
Vladmir Krisetskiy - Cover
Eddie Mendoza - pg 4
Pierrer-Etienne Travers - pg 7
Tavern Games

D
ungeons and Dragons is a lot of things. It's
harrowing escapes from collapsing caves by the
skin of your teeth. It's sword clanging battles
that fill fields of green with the shouts of the
dying. It's sneaking past a snoring dragon to
plunder a heaping pile of gold and jewels.
And... it's down time. Hanging out in the inn common room,
or resting your weary legs on a grungy barstool in a dimly lit
tavern. But the time spent between adventures can be time
that your players enjoy most of all. It's a chance to get to know
one another, for characters to open up about their pasts, the
memories of adventures gone hysterically wrong, or loved
ones sadly lost. It's a time to drink, and laugh. A time to bond.
And a time to play.
How the Games Work
All of the games discussed in the pages ahead are designed
to be played with nothing more than what you already have at
your table, mainly d20's and d6's. Individual stats and
modifyers may come in to play with a few of the games, so
players may be delighted to learn that their Barbarian's
strength modifyer will come in handy when they sit down to
arm wrestle a swarthy pirate drunkenly perched at that
corner table.
Make Them Your Own
Of course, one of the best aspects of Dungeons and Dragons
is simply that it's yours. It's a magical world shared by you
and the people at your table, and it's completely different than
the group who is playing down the street. I designed these
games to be simple, to be fun, and to work well within a dice
based system. But if you don't like anything, or think
something else would work better, then try it out! Have fun
with these games, and I hope they entertain your group for
hours. As an aside, sorry if any characters end up wanting to
spend more time gambling away their fortunes than slaying
monsters!
Thank You
Thank you to The Homebrewery for making such an
amazingly simple tool to help homebrewed projects look their
best. And a very special thanks to the amazing artists who
allowed me to use their work in my small passion project!

2
ARM WRESTLING
A favorite pastime across the land, arm wrestling is an easy
way for blow-hard tough guys (and gals!) to put their muscles
where their mouths are.
Number of Players
Two people at a time can arm wrestle, of course, though
multiple party members may be partaking in a contest of
their own at any given time, this game is easily handled
between players, without the input of the Dungeon Master.
Gameplay
Players picture themselves sitting across from one another,
ready to do battle, elbows on the table, hands clasped. They
then imagine a half circle divided into two quarter circles
with three slots to each quarter. To win, a player needs to
move his opponent to the third slot of the opponent's quarter
circle, which represents pushing his hand down upon the
table. The other quarter circle is the players own, which
represents how close they themselves have their hand
pushed toward the table, the third slot of which signifies
being beaten. It sounds confusing, but players will quickly
grasp how this game works, as they begin to play it. Having
players actually hold hands in an arm wrestling fashion helps
as well. Just remember their rolls are what is important, not
their actual strength!
Moving through the slots is dependant on dice rolls. Each of
the two players in the contest roll a twenty sided die. They
then add their strength modifier to the roll. Whoever rolls
highest gets to move his opponent back a slot. The die is then
rolled again, and the strength modifier added once more. If
the player who won the first roll wins this one, his opponent
goes into the second slot, his arm being forced back a bit
more. If the player who rolled lowest the first time wins the
second roll, the players are put back into the neutral slot.
Arms straight up and down, no one with advantage.
Winning the Game
Rolling continues until one player has managed to make his
opponent move back three times, thus hitting their hand on
the table. To win, you need to win at least three rolls in a row.
It could be more than three total die roll wins, if you yourself
have been pushed back any slots. This game features a lot of
back and forth. Of course, a player may find a hidden reserve
of strength and beat their opponent quickly: If any player rolls
a natural twenty, they immediately slam their opponents hand
down to the tabletop, and win. Likewise, rolling a natural one
means your arm buckles, and you are immediately beaten.

3
BATTLE DICE Alterate Gameplay
Battle Dice is a game that gnomes have been playing for An alternate game popular among some gnome communities
centuries. In recent times, it's become a favorite of tavern is called Captor Battle Dice. In this version, the winning
goers everywhere. Ever friendly gnomes love introducing it to roller does not "kill" his opponent's dice, but "captures" them
the strangers they find themsevles drinking with. instead. The high roller takes one of his opponent's six sided
dice and add it to his own roll. So after the first round, the
Number of Players winner will be rolling four die, while the loser rolls two.
Two people may play Battle Dice at one time, though tables
often have more than one game going at once! Bystanders
can also place bets on who they think will win each round, or
each match.
Gameplay
Battle Dice is often played for money. Sitting across from one
another, each of the two players will agree on an amount to
bet. To begin the game, each player rolls three six sided die at
the same time. The players add up their rolled numbers, and
whoever has the highest sum has won the round. This player
gets to "kill" one of their opponent's dice. Their opponent
discards their die off to the side of the table. Another round
then begins, with the last round's winner rolling his three die,
but the loser only getting to roll two. Once again, the player
who rolls the highest sum will "kill" the die of his opponent. If
the players tie, no die is killed.
Winning the game
Rolling will continue until one player has had all of their dice
killed. The player with dice remaining gains a point, and a
new match is started, with each player rolling three six sided
die again. Most games are played first to three points.

4
BETTER'S DICE Winning the Game
A game popular in more upscale taverns, fortunes can be Any player who has rolled the exact number shown on the
lost, and won, around a table playing Better's Dice. home die wins outright. If more than one player has done so,
the players split the pot. If it can not be split evenly, the
Number Of players leftover bet stays in the pot for the next round of rolls.
Better's Dice can handle anywhere from two players, up to If no one rolled exact, then whoever is closest to the home die
however many can squeeze around a table! wins. If two players tie, the player who has rolled under the
home die wins. For example, if the home die is a four, and
Gameplay one player rolled a three, and the other a five, they are tied.
However, the player who rolled the three wins the pot. If two
One person is chosen at random to be the home die roller. players rolled the same number, and it is not exact to the
This player takes the home die: a twenty sided die, and rolls it home die, they then have a roll off. They each roll a twenty
in the center of the gaming table. Then, each player playing sided die, and the highest roll wins the pot. Remember, the
pays into the pot. This is an amount agreed upon in the only time a pot will be split, is if two or more players roll the
beginning, and high stakes games are often bet upon using exact home die target number.
only gold pieces. It may be one into the pot to play, it may be
five or more. Games of Better's Dice may often last for hours, with many
rounds of rolling and betting. The home die roller switches
Once each player interested in playing out a round pays into hands each round, often moving in a cricle around the table.
the pot, the players all roll their own twenty sided die, in an
effort to get their roll as close to the home die as possible.
Players roll their own die in secret, most tavern games using
wooden cups placed upside down upon the table to shield
prying eyes.
Once the players have all rolled their dice, a round of betting
takes place beginning with the player who rolled the home
die. They may add to the pot, or decide to stay their own bet,
and the betting turns travel around the table. Each player, in
turn, chooses to add to the pot, or stay, or even take
themselves out of contention, by withdrawing from further
play. Of course, anyone who withdraws a round does so
without regaining money already given over to the pot.
After everyone who wishes to stay in has matched whatever
the highest raised bet is, any player may then choose to roll a
second twenty sided die. Rolling a secondary die costs half
the pot, after the first round of betting, and is added to the
pot. (Each player wishing to roll a second die pays half the
original pot, not half of what the pot is after a previous player
adds to it for their second roll.) If a player chooses to pay for a
second die, they roll it in secret, and can choose which die to
take into the final round of betting: their first roll, or their
second.
Betting travels around the table, starting once again with the
player who rolled the home die. Once this round of betting is
completed, and any player who wishes to contend for the pot
has matched all bets, the players reveal their secret rolls.

5
KING'S SUM Winning the Game
A game said to have been invented by King Bruenor If a player can land on twenty when adding the sums of the
Battlehammer in 1358 DR, it spread quickly from Mithral cards that have been dealt or end closer to twenty than the
Hall and has become a favorite of gamblers across the dealer (who will then keep drawing until they beat the player
Forgotten Realms. Many taverns employ at least one dealer or bust.) they win. The first player in a group, or against the
during high traffic evening and night hours. dealer, who manages to be at twenty exactly wins, no matter
who is yet to go at the table.
Number of Players
King's Sum can be played by a lone player with a dealer, or a
group of players with a dealer. If no house dealer is employed,
a group of gamblers may take turns playing the dealer role.
Gameplay
King's Sum is played with a deck of 80 cards (controlled by
rolling a twenty sided die). The numbers one through twenty
are each represented four times in this deck, and the dealer
deals one card to each player (by rolling the die) and then to
themselves. A player wants to land on a twenty, or as close as
possible without going over.
For instance, let's say the dealer has one player at their table.
The Dungeon Master is controlling the dealer, and rolls a
twenty sided die. He rolls a seven, and so the player is delt a
seven card. The DM rolls again, for the dealer's hand, and
rolls a ten. The dealer is dealt a ten. The player decides to
stay, or hit. Staying means he is dealt no more cards. When
hitting, the player is dealt another card. In this case, the
player is losing, since he is losing to the dealer. He chooses to
hit, and the DM rolls and the player is given a nine. The
player is now up to sixteen, which is a decent number when
trying to reach twenty. The DM rolls for the dealer, and the
dealer is given a nine as well, putting him at nineteen, and
forcing the player to hit one more time. This time, the die is
rolled and shows a twenty. That's far too much, and the player
has lost, and forfeitted whatever amount was agreed upon to
enter the game. Once all players stop hitting, the dealer must
deal to themselves until they either beat every player on the
table, or bust. In a game with more than one player, the
players take turns being dealt to, with the dealer himself
going at the end of each round.
When playing this game, it's important to remember that
there are only four types of each card. This won't be an issue
in most one or two player games, but with six or more people
sitting around the table, it may! The DM should keep track of
cards dealt, and if a number is rolled that has been roleld
four times already, that roll should be discarded and redone.

6
RANGER GAME
A game popular with, you guessed it, rangers! This game
favors those with high dexterity, and introduces a bit of
danger into tavern games.
Number of Players
Often a ranger will play this game by themselves, and work
on beating their own personal best, but it's not uncommon for
two or more rangers, and those who know the game, to come
together and compete in turns.
Gameplay
The players press their hand down upon the table or bar,
palm down and fingers splayed. Then, taking a knife, dagger,
or even an arrow, pointy end down and begin to stab
downward, aiming for the space between their thumb and
forefinger. If they successfully miss knicking their own hand,
they lift the sharp object and bring it down again, quickly,
aiming for the space between their forefinger and middle
finger, and they keep going, up and down the space between
their fingers.
Preforming the stabbing between their fingers is done in a
game sense by rolling a twenty sided die. To begin, the
players roll their die. The first roll is always successful. If the
player rolled a one through ten, their next roll must be an
eleven through twenty. If they rolled eleven through twenty,
their next roll must be a one through ten. Players may use
their dexterity modifier to add or subtract from their roll, in
an effort to hit their target half of the twenty sided die.
For instance, a ranger with a +5 dexterity modiiyer rolls a
twelve to start the game. Their next roll needs to be on the
first half of the die and they roll a nine, which works out fine.
They roll again, for their third attempt at landing their knife
between their fingers and they roll a seven. This would fail,
except they can add their modifier to make the roll an eleven
or twelve, which lets them move on. Their next roll is a
fourteen, but they can use that modifier to drop their number
into the safety range.
Winning the Game
When playing with others there's often betting involved, to see
who can successfully keep from cutting their fingers the
longest.

7
RINGERS Winning the Game
Ringers is a common game that is played in the dingiest of The first player to nine is the winner in most games of
dive bars, and the fanciest of hundred-room inns. The game ringers, though the players themselves may agree upon
is also popular with travelers in the wild, who may embed a hitting a different target score before the game is begun.
rod into trees, wooden fences, or perhaps even rock. When camping down for the night, games to one hundred
between adventurers are not uncommon in an effort to fight
Number of Players off the boredom of travel.
Two players may play Ringers at once, though most inns and
taverns have multiple rods and sets of rings available, so
more than one game may be played at any given time.
Gameplay
A metal rod with a ringed hook is driven into the wall, so that
the rod sticks upward, and out from the wall. The official
rules state the rods must be nine inches long, with a
thickness of half an inch in diameter, but it varies from
establishment to establishment.
Each player gains posession of three metal rings, about four
inches in a diameter. The rings are most commonly brass and
copper, three of each, though some players may have their
own personal sets which they have painted, and some taverns
may paint their rings in the colors of their sign or logo. Each
player plays with three of the same colored rings (so player A
will have brass, and the player B will throw the three copper,
so it may be easy to remember whose ring has landed where,
and in what order).
Often played for bets on who will win the game, the players
decide who will go first on the opening round. This player
steps up to the line, which is most commonly measured to be
ten feet from the rod and designated by a small strip of wood
that's been nailed to the floor. The player then tosses their
ring in an attempt to ring the rod, giving them a point.
Players roll a twenty sided die to see if they have made a
successful ring toss. They must hit a thirteen or higher on the
roll, and have to add (or subtract) their characters dexterity
modifier to see if they were successful. No matter if they ring
the rod or not, the next player takes their turn.
The players continue to throw in an alternating fashion, until
each player has thrown their three rings. If a player manages
to ring the rod multiple times in a row, the ring's points are
doubled. A ring by itself, or against an opponenet's ring is
worth one point. Two rings from one player together is worth
four in total, because each ring is now worth two. And a
player who lands all three of his rings together, without being
interrupted by his opponent, will have nine points in the
round. As games are usually played first to nine, this is called
a Ringing, and represents a resounding victory.
If each player lands all three of his rings, they will each have
three points, since they alternate turns, it means they have
also blocked one another from multiplying their scores.

8
SHOTS
A popular game that's simple to play, downing shots in a
competitive manner has been the favorite of drunks
everywhere!
Number of Players
Numerous players may play this, as long as they have the coin
to do so!
Gameplay
Sitting around a table, each player has a shotglass before
them, and a bottle of liquour at hand. Often with bets being
made as the game commences, players pour themselves a
shot and down it. Last one upright is the winner!
As each character takes a shot, the players must roll a twenty
sided dice, and add their constitution modifier to the roll. For
the first shot, players simply must avoid rolling a one. This is
simply easy to do, since you'll always be adding your
constitution modifier.
From there, the game goes on. Another shot and another roll.
This time, the player must roll a two or higher. The next
round, it's a three or higher, and so on.
Early rounds should pass easily, but once you hit that ten,
eleven, twelve mark, perhaps things get a little harder.
Any player who fails to hit a mark during a round is out of the
game. Perhaps they pass out, perhaps they fail to keep their
drink down. Have some fun with it!
DMs should also remember that the drinking should effect
their players for some time to come. Maybe after playing this
game, players will roll with disadvantage on certain rolls for
the next two hours. Have some fun with this, as well!
WINNING THE GAME
Be the last person standing! Or sitting! Or awake! Or with the
least amount of vomit on your tunic!

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