The Thieves Guild

 As the guild grows stronger and bigger there will be trials and games to take part in. Each game will run differently, and could range from scavenger hunts to maybe collection of certain one grab objects where all thieves have to run the world with one clue.

 Other games include those of luck. Which, us being thieves and gamblers, can run for the other citizens of the world. Reports of fixed games and dodgy dice are numerous but never proven. Our main local gambler is Juxquin, he has, lets say, a way with dice. He teaches the games well to others, who learn quickly and add to the guilds wealth slowly but steadily.
 Games of Pontoon or Black Jack, have been spotted around by a select few, as these rules are still being worked on. Also a game being worked on is Blackfire's Stones, being slightly more complicated you may need to seek out the Thieves GM himself Janin.

Black Jack
       -click here for a rules summary
 The rules and play of Black Jack are simple to learn and can be a reasonably fair game to play. For a game you should need two, preferably three other players, and the dealer. The dealers turn is always last, to determine the order of dealing the other players roll 8, the higest being dealt to first. The dealer roll 13, for the 13 cards in each suit. 11 can be either an 11 or a 1, it's the players choice. While both 12 and 13 count as 10s.
e.g.

Thye rolls a 8 side dice. It comes up: 7
Freatury rolls a 8 side dice. It comes up: 3
Yurig rolls a 8 side dice. It comes up: 6

In this instance Thye will be dealt to first. If it was a draw between any, then the ones that drew roll again, until one wins the roll. This is an example of further play for this example Janin will be the dealer.

Janin points to Thye
Janin says 'okay Thye you won, you get first deal'
Janin rolls a 13 side dice. It comes up: 3
Janin rolls a 13 side dice. It comes up: 10
Janin says '13, stick or twist?'

The idea of the game is to get as close to 21 as possible without going over. You can twist, which means another roll/card, or you can stick with the number you have. The risk being others might try to get higher but go over and become bust.

Thye says 'twist please'
Janin rolls a 13 side dice. It comes up: 7
Janin says '20!'
Thye says 'Stick!'
Thye gives a sly smile

Here would be best to stick unless somone has already got 21, in that case you have lost unless you can get 1 on the next roll. Getting 21 with 5 cards wins over 21 with 2,3 or 4 cards.
 Another slightly more awkard rule is the split rule. With this you can split you first deal out into two seperate decks and effectively have two goes for 21, at the cost of one. it only happens when the first two cards dealt are the same. Here's an example of this on Yurigs turn...

Janin points to Yurig
Janin says 'Ok Yurig your turn'
Janin flashes a bright smile
Janin rolls a 13 side dice. It comes up: 8
Janin rolls a 13 side dice. It comes up: 8
Yurig gives out a "Woo!" of surprise!
Janin says 'Stick, twist or split?'
Yurig says 'split it'
Janin says 'Ok for the first one'
Janin rolls a 13 side dice. It comes up: 5
Janin says 'right 8+5, 13 for the first one, stick or twist?'
Yurig says 'twist'
Janin rolls a 13 side dice. It comes up: 10
Janin says '23, bust friend'
Yurig says 'bah, still got another'
Janin rolls a 13 side dice. It comes up: 4
Janin says '8+4, 12, s or t?'
Yurig says 'twist'
Janin rolls a 13 side dice. It comes up: 11
Janin says '23 or 13?'
Janin chuckles away
Yurig says '13 and twist'
Janin rolls a 13 side dice. It comes up: 7
Janin says 'oooh a draw so far'
Janin flashes a bright smile
"Drat!" mutters Yurig darkly

 In the times when a game ends as a draw, which this one hasn't yet, the money in the game rolls over to the next one, making for a larger jackpot. The next rule is the burn rule. This is only activated when the player is dealt 14. When this happens the player can decide to be re-dealt his hand, and start again.

Janin points to Freatury
Janin says 'Freatury, now your turn'
Janin beams at Freatury
Freatury says 'so i need 21 exactly to win?'
Janin nods
Yurig sniggers
Janin rolls a 13 side dice. It comes up: 8
Janin rolls a 13 side dice. It comes up: 6
Janin says 'hmm, 14, s,t or burn?'
Freatury says 'burn em'
Janin says 'ok then'
Janin rolls a 13 side dice. It comes up: 9
Janin rolls a 13 side dice. It comes up: 4
Yurig gives a quick smirk
Janin says '13, s or t?'
Freatury says 'twist'
Janin rolls a 13 side dice. It comes up: 6
Freatury gives a thoughtful "Hmm..."
Freatury says 'twist again'
Janin rolls a 13 side dice. It comes up: 2
Yurig shouts out "NOOOOOOOOOOO!!!!!"
"Dwarves!" mutters Thye
Janin says 'and Freatury is winning so far'
Freatury collects all the gold in the room
Freatury grins

 The game does not end until the dealer has had a go too. To prevent unwanted easy cheating by the dealer, his rolls are preformed by the players. This is done in the order of dealing, so in this example Thye rolls first, then Yurig, and finally Freatury if the dealer calls for a twist. If more than three cards are needed then it continues to circle between the players, until the dealer is finished.
e.g.

Janin coughs nervously
Janin points to himself
Janin says 'my turn'
Janin smiles brightly
Thye says 'oh yeah'
Thye beams at Janin
Thye rolls a 13 side dice. It comes up: 9
Thye prods Yurig in the ribs
Yurig rolls a 13 side dice. It comes up: 5
Yurig chuckles
Janin shrugs
Janin says 'twist'
Freatury rolls a 13 side dice. It comes up: 8
"D'oh!" mutters Janin
Janin says 'ok ok Freatury keep the gold'
Janin beams at Freatury

 So thats a quick run through of the game, some know this game from a place called Real Life, but it does come under many names and rules. These are the rule sets for the Gamblers of the Thieves guild. Any unmentioned here are either subject to personal agreement of all players or not played with at all.
 Here's a quick summary of the rules for an easy glance:-

Summary of Black Jack rules

  • Gather at least two players besides yourself. Three for a better game.
  • Players roll 8 to determine whose dealt to in what order.
  • The dealer then points out whose being dealt to, then roll 13 twice.
  • Dealer then says whether the player can stick, twist, split, burn, or is bust.
  • 11, 12 and 13 on rolls count as 10 at all times.
  • 1 can be either 1 or 11.
  • Player states what they wish to do and the dealer either deals another or...
  • Moves onto next player, performing same actions.
  • Once every player has been dealt to it is the dealers turns. First player dealt to roll 13 first, then the second player, and so on until the dealer has gone bust or sticks.
  • Winner is one who finishes on, or closest to 21, if more than one finishes on 21, then the money goes to the one who took most cards to get there. If still a draw then the gold is carried over to the next game.
  • Getting 21 with 5 cards wins over 21 with 2,3 or 4 cards.
  • Sticks are performed on any number the player wishes to stay on.
  • Twist can be used on any number below 21.
  • Splits are carried out only when the first two cards are identical, and create two decks to work on.
  • Burn is when the first deal out equals 14 exactly. This removes the cards and the player is dealt to again.
  • For more information chat to Addison

    Blackfire's Stones

    Sorry but currently under rules work :D Come and catch Janin sometime if you need a demo or fancy being a guniegoblin for trials :D

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