Abstract Gambling Rules

Abstract Gambling Rules

Initial Setup:

  • Roll a d20. This is the strength of the “hand” you are initially dealt. Use percentile dice to show this value because it will be changing and may exceed 20.
  • Each player will also be dealt a card (e.g. from an Uno deck or similar) that is kept secret. At game end, the value on this card is added to their showing hand strength.

Each round:

  • Determine Ante: The player with the strongest showing hand names the ante that needs to be paid to stay in this round.
  • In or Out? After the ante is named, each player decides:
    • Out: You fold and leave the game
    • In: You’re going to keep playing. You have to pay the ante to the pot and then roll something.

Rolls you can make in a round

Note: These are radio buttons, not checkboxes

  • Normal Play: (This means you’re going to just play fair, not bluff or cheat.) All players who are just playing normally roll contested Streetwise checks. The highest roller gets +5 to their hand (adjust your percentile dice), lowest roller gets -5. Normal players are always resolved before any of the following actions.
  • Bluff: (This is done instead of the Streetwise check.) Roll a contested Bluff vs. opponents’ (active) Insight. Anyone who fails their Insight check is out of the game. Note: Players may substitute the current strength of their hand in place of the Insight check.
  • Cheat: Roll a contested Thievery check vs. other players’ active Perception. If the Thievery check succeeds, you instantly win. If the Thievery check fails, you get booted out of the game and loose a healing surge.

Note that there is no specific order to when bluffing or cheating might occur. If two (or more) players want to bluff / cheat at the same time, roll initiative to determine who goes first.

Abstract Gambling Rules

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