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Dice games you can play on the server

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Dice games you can play on the server
Offline jammi
12-08-2023, 06:43 PM,
#1
Badger Pilot
Posts: 6,544
Threads: 360
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

The server has some fairly flexible commands that can be used to play games. I'm putting together some rules here for simple dice games that don't need any other props or materials. This is primarily to inspire my CDI guys to be unprofessional and gamble while on patrol, but anyone can use these.

Command:
/dice #d#

The first number is the number of dice you want to roll. The second number is the number of faces the die should have. So for your basic cube with six sides, you'll want to type /dice 1d6.

/coin

Flips a heads or tails, pretty basic.

[+]Pig
Summary: Managing risk to score points - how many times you can roll before hitting a 1?
Players: 2+
Rules:
  • All players roll 1d100, with the results deciding play order from highest to lowest.
  • The objective is to score 100 points. To do this, you can roll your d6 as many times as you want.
  • You can 'bank' your current score at any time, saving it. If you roll a 1, your current round's score is erased.
  • Banking or rolling a pig passes the turn to the next player.
[+]Dublin Dustup
Summary: Everyone is going to lose eventually, but you want the other guy to lose first.
Players: 2.
Rules:
  • Decide who goes first with a /coin toss.
  • The objective is to avoid rolling a 1. The first player starts by rolling a d1000.
  • The next player rolls using the score of the previous roll as a face number. So if the previous result was 543, you'd roll /dice 1d543.
  • Take turns until someone rolls a 1.
[+]Shetland, Captain, Crew
Summary: Gather a transport, captain and crew before you can earn points from the cargo. Most valuable cargo wins.
Players: 2+.
Rules:
  • All players roll 1d100, with the results deciding play order from highest to lowest.
  • Each player rolls 5d6 up to 3 times during their turn.
  • You must obtain a 6 (transport), 5 (captain) and 4 (crew) in that order, with these die being removed from your pool once rolled.
  • This means if you roll a 6 in round 1, you would only roll 4d6 for round 2, etc.
  • If you secure a 6, 5 and 4, the remaining 2 dice are cargo. The value of your cargo at the end of your turn is your score.
  • If you fail to get a 6, 5 and 4, your score is 0.
  • The player with the highest cargo score wins.


Feel free to suggest / link to other rules and I'll merge them into this post as a central resource.

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Offline Vulkhard Muller
12-09-2023, 03:09 AM,
#2
Junker Congress
Posts: 2,330
Threads: 410
Joined: Feb 2012

Spiffy, now I kinda want to run a inrp D&D campaign in game on space ships.

._.


Sent me (Nemesis/Junker Congress a Comm? haven't received a reply in a week or more? Sorry! Post here and I'll get back to you asap!
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