Games of Chance & Skill in Ashiel | World Anvil

Games of Chance & Skill

The world of Ashiel, despite the unpredictability of the world and the dire threats that often arise, is still a place where the people try their best to live a fulfilling life. Part of this in taking the time to enjoy themselves and one of the ways many people enjoy themselves it by playing games. Below are some of the games that are within the world.   Dice Games   With very few exceptions most dice games played on Ashiel use two six-sided dice. The quality of these dice and the material they are made from vary from location to location. The simplest dice are often carved from wood or bone and painted with the pips, while the most extravagant are made from metal and inlaid with small gems for the pips. The winning rolls vary depending on the game being played, but two things are broadly the same regardless of where or what you are playing. Rolling a pair of ones on the dice is almost universally referred to as rolling "Drake Eyes", a drake being the name for what remains of the once proud and noble race of Dragons, now nothing more than wild and feral beasts. Rolling a pair of sixes on the dice is also almost universally referred to as rolling "Gemstones" as it is the highest roll and gems are the most valuable unit of currency.   Cendar's Dance - This is a game of pure chance, naturally so, where the object of the game is to roll the dice and not roll the same number twice. Each turn the player bets money that they can roll a different number while the spectators bet money that the player will roll a number he or she has rolled before. Should the player succeed they can either take all the money in the pot and quit, or leave the money and continue to try and win more. Should the player fail, then the pot is divided up between any spectator who bet that round only.   Murien's Smile - This is a game in which a number of even players form teams of two. Money is placed in a pot and the winner is the team that manages to roll the requisite numbers first. Two sets of dice are used for this game, one for each half of the team. Both players of a team roll their dice. If the numbers are the opposite of each other, such as someone rolling a 1 and a 12....or a 2 and an 11, then they are one step closer to winning. If they fail, then play passes to the next team.   Warring Brothers - This is the game most often played when people get together for dice as it is the simplest. Players bet money that they can roll either high or low or either evens or odds. Spectators bet against them rolling what they have called. If the player rolls what he's called, he wins money bet. If the player doesn't roll what he's called, the spectators take their money back and divide up the money bet by the player. A player only chooses one of the four states when making a call. A low call means a number from 1 - 6. A high call means a number from 7 - 12. An evens call means an even number and an odds call means an odd number.
 
 
Card Games   Playing cards on Ashiel, much like dice, vary in the quality and cost the cheapest and most widely found are simple thick paper cards with the number and the suit symbol painted on them. The most expensive are elegantly painted with the likenesses of the gods along with the number and the suit of the card on thin lacquered vellum. The four suits of cards in order from lowest to highest are Coppers, Silvers, Golds and Gems. Some decks have taken to adding in a pair of wild cards in the form of The Weaver and The Eater, but this practice is rare and has no caught on well except within Cendaq where it originated. The following is a list of each card and its general value, though the true value of a card is dependent upon the game you are playing:   The Lord – This card is representative of Yshirea and has a value of one.
The Lady – This card is representative of Murien and has a value of two.
The Knave – This card is representative of Berana and has a value of three.
The Mother – This card is representative of Karashiel and has a value of four.
The Child – This card is representative of Seram and has a value of five.
The Corpse – This card is representative of Xistan and has a value of six.
The Keeper – This card is representative of Rioris and has a value of seven.
The Knight – This card is representative of Zolaris and has a value of eight.
The Thief – This card is representative of Runalia and has a value of nine.
The Witch – This card is representative of Arcana and has a value of ten.
The Smith – This card is representative of Estarn and has a value of eleven.
The Seer – This card is representative of Navendia and has a value of twelve.
The Gambler – This card is representative of Cendar and has a value of either zero or thirteen.   As an example if you were playing a game where the value of the card and the value of the suits mattered, then a Knave of Silvers would be worth more than a Smith of Coppers.   Elders - This is a game played with four players, each player taking a turn to make a play. The entire deck of cards is shuffled and dealt out, each players getting 13 cards. The goal of the game is to assemble a hand of 13 cards that contains one of each value, this can be done either of all different suits or all the same suit. There are three plays in the game that can be made. Seeking is a play in which the active player shows a card he has that he is willing to trade to another player and asks if the player has a specific card. If the player has that card and wishes to trade, the two players exchange cards. Selling is a play in which the active player places down a card they wish to get rid of. Each other player has the opportunity to also lay down a card they wish to get rid of. The active player then may choose one of the cards laid down and exchange his own with it. The cards not chosen return to their players. Weaving is a play in which the active player presents their hand of cards to all the other players and if they have completed a set then they win the game. Each player may only make one play per turn. Generally speaking, casual games of Elders tend to aim for simply getting one card of each value while more serious games tend to aim for the suit as well.   Bazaar - This is the most common card game played in the gambling houses and usually is played with between two and six players. Each player is dealt two card and must then decide if they wish to join the game or not. If they don't wish to join, their cards are discarded face down. If they do wish to join they must pay the ante. Then they are dealt three more cards and then must assemble a hand with the highest value. When all players have five cards the dealer may then make a bet, all players who wish to continue must match that bet. Play then starts from the dealer and each player may then choose to discard up to three cards and either receive three random cards from the deck or pick three cards from the discard pile at random. Once everyone has chosen to exchange cards there is another round of betting. Then all hands are revealed and the person with the highest value hand wins the pot. The sets and their values are listed below:
High Card - Having a hand of no sets is worth only the highest value card. The Gambler is always worth zero in this set.
One Pair - Having a hand with one of these pairs is worth the value of both cards in the pair. (The Lord & The Knave) (The Lady & The Gambler) (The Lord & The Child) (The Knave & The Child) (The Lady & The Child) (The Knight & The Thief) (The Keeper & The Child) (The Corpse & The Seer) (The Mother & The Smith) (The Witch & The Keeper) (The Seer & The Keeper) The Gambler is worth zero in this set if his suit is lower than The Lady's, but he is worth 13 if his suit is higher than The Lady's.
Two Pair - Having a hand with two pairs (see above) is worth the total of both pairs.
Trinity - Having a hand with three of the same card is worth the total of those three cards. The Gambler is always worth 13 points in this set, unless someone else plays a hand with a Gambler of higher suit in it, then they are worth zero.
Quartet - Having a hand with four of the same card is worth the total of those cards. The Gambler is always worth 13 points in this set.
Straight - Having a hand of five sequential cards not in the same suit is worth the total of all five cards. If The Gambler is used in a Straight it has a value of 13, unless another player uses a Gambler with a higher suit in a hand, then it is worth zero.
Flush - Having a hand of five cards all of the same suit is worth the total value of those cards.
Straight Flush - Having a hand of five sequential cards all of the same suit is worth the total value of those cards multiplied by the value of the suit. Coppers are worth 1, Silvers are worth 2, Golds are worth 3, Gems are worth 4. The Gambler is worth 13 unless someone plays a hand with a Gambler of a higher suit, then it is worth zero.
 
 
Weaver's Loom   Weaver’s Loom is a game played on a board upon which a grid is drawn, the traditional size of the grid is 13 squares by 13 squares, though both smaller and larger boards have been made. The objective of the game is to place your color stones down upon the intersections of the lines and have more of your color stone upon the board than your opponent. The stones are traditionally black or white, though other colors are used in fancy versions, such as copper and silver. The board itself is traditionally made of cloth and these versions also double as a bag within which to carry the stones. This version of the game is the most commonly found.   The rules of Weaver’s Loom are simple, yet complex. A coin flip determines who goes first. Each turn a player will put down a stone of their color on the board. Both players must make moves along the strategy of trying to defeat their opponent and it is considered bad form to make a less than optimal move on purpose. If a player manages to surround an opponent’s pieces with pieces entirely of their color those pieces are removed from the board, this is called capturing. If a player places pieces of their color on either side of a vertical, horizontal or diagonal line, all of their opponent’s pieces along that line are converted to their color; this is called altering.   The game ends when the board is completely filled with stones and the winner is the player with the most stones of their color on the board. Games of Weaver’s Loom can last hours, though truly skilled players can complete a game in an hour or two. There is a third state of victory, that is very hard to achieve, but it is possible. Due to the even number of intersections on a board of Weaver’s Loom it is possible to end a game with both sides having the same number of stones on the board. This is called a Balanced Loom and it is a desired outcome for expert players.

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