Tavern & casino rules

Gambling

Games of chance played throughout taverns, gambling halls, private clubs, and casinos across the Sword Coast.

Payouts: 6:1 awards six times the wager as profit, then returns the original wager. Push: The wager is returned without profit or loss.

Game one

01 Highest Die

Players wager on which of five differently sized dice will produce the highest result.

Equipment

One d4 One d6 One d8 One d10 One d12

Placing a Bet

Bet Payout
d4 100:1
d6 16:1
d8 5:1
d10 2:1
d12 1:1

Playing a Round

  1. All bets are placed.
  2. The dealer rolls all five dice.
  3. The highest die wins.
  4. Winning bets are paid.
  5. Other wagers are collected.
Resolving Ties

If dice share the highest result, only the tied dice enter a fair tie-breaker.

Tie Roll Assignment
Two-way d4 Two results per die
Three-way d6 Two results per die
Four-way d8 Two results per die
Five-way d10 Two results per die

Game two

02 The Grid

Choose one square from 00–99. The dealer’s roll determines whether the result is an exact match, first ring, second ring, or miss.

0 1 2 3 4 5 6 7 8 9
00 00 01 02 03 04 05 06 07 08 09
10 10 11 12 13 14 15 16 17 18 19
20 20 21 22 23 24 25 26 27 28 29
30 30 31 32 33 34 35 36 37 38 39
40 40 41 42 43 44 45 46 47 48 49
50 50 51 52 53 54 55 56 57 58 59
60 60 61 62 63 64 65 66 67 68 69
70 70 71 72 73 74 75 76 77 78 79
80 80 81 82 83 84 85 86 87 88 89
90 90 91 92 93 94 95 96 97 98 99

Playing a Round

  1. Choose a number.
  2. Place a wager.
  3. The dealer rolls 00–99.
  4. Classify the result.
  5. Resolve the wager.

Payouts

Result Outcome
Exact Match 20:1
First Ring 6:1
Second Ring Push
Miss Lost wager
Visual Representation

A visual representation of how the first ring and second ring are drawn on the grid.

R2 R2 R2 R2 R2 R2 R1 R1 R1 R2 R2 R1 XX R1 R2 R2 R1 R1 R1 R2 R2 R2 R2 R2 R2