Post by boot on Oct 15, 2019 14:46:25 GMT -6
Three Card Pi'Lok
This is a simple gambling game that I made up for D6 Star Wars. I designed it so that it can be easily played by players amongst themselves, or with the GM running NPCs.
This is the basic game. Many versions exist.
Three Street Pi'Lok
Step 1 The ANTE - Each player in the hand must pay to play. 10 credits is a usual ante amount, but the stakes change depending on the game.
This step is often called the Fee, or the Berthing Fee. "C'mon, now, pay your berthing fees."
Step 2 - The DEAL - Each player rolls 1D and places it in front of them. The highest number die is the best hand. This represents the deal--a card is dealt face up in front of each player. The deal rotates to the left each hand.
The highest card (or the first "6" die) to the dealer's left acts first. The player can pass or bet. In turn, each player can call, raise, or fold. The bet passes to the left until each player has gone.
This step is often called the Lift, or the Lift Off. "Was dealt a fat six on the lift, and I bet it big."
Step 3 - SECOND STREET - Starting the with player who bet first on the Deal, each player rolls a second 1D and places it in front of him in the open. This represents the second card dealt face up.
Another betting round is played, with the highest total betting first (or the first total of 12 to the dealer's left).
This step is often called Orbit. "I made orbit with double sixes! And, I raised those suckers!"
Step 4 - THIRD STREET - Starting with the player who bet first in Second Street, each player rolls a third 1D and places it in front of him in the open. This represents the third card dealt face up.
A betting round is played, with the highest total betting first (or the first total of 18 to the dealer's left).
This step is often called the Deep. "I got out into the deep with a perfect hand--three sixes. You shoulda seen the eyes go wide when they saw my hand!"
Step 5 - The JUMP - Starting with the player who bet first on Third Street, each player is allowed to Jump another player. Only one jump attempt can be made per player. If a jump is made, both players roll their Gambling skill (or Perception attribute). The winner is allowed to pick one die from his opponent's three dice and have his opponent re-roll that one die.
Jumping is risky because a gambler can lose the skill toss and have one of is own dice re-rolled. But, this is where a character's skill comes in. Better gamblers will win more often in the long run.
The Jump simulates better possible better play by more skilled players.
In the short run, though, less skilled players can still get lucky--which is why Three Street Pi'Lok is universally played across the galaxy. Also, re-rolling on a jump can also result in the opponent getting lucky and rolling better than he originally had (maybe he rolls doubles).
Players may, of course, elect not to jump. High Gambling skill is not a guarantee to win every hand--far from it.
There is no slang term for the Jump as it represents the gamblers playing the game--not really a specific function of the game.
Step 6 - SHOWDOWN - In order to win the hand, player pick two dice from the three dealt to them (after adjustment from the jump). The dice are worth face value, added together. Doubles count twice. Thus, the highest hand is two "6's", which would total 24. A perfect hand.
Two "1's" would total 4. The lowest hand is a total of 3 (a 1 and a 2).
Highest hand wins the pot. Tied hands split the pot evenly.
This step is often called the Shadowport. "I showed 'em my shadowport, but he still won with double 4's."
This is a simple gambling game that I made up for D6 Star Wars. I designed it so that it can be easily played by players amongst themselves, or with the GM running NPCs.
This is the basic game. Many versions exist.
Three Street Pi'Lok
Step 1 The ANTE - Each player in the hand must pay to play. 10 credits is a usual ante amount, but the stakes change depending on the game.
This step is often called the Fee, or the Berthing Fee. "C'mon, now, pay your berthing fees."
Step 2 - The DEAL - Each player rolls 1D and places it in front of them. The highest number die is the best hand. This represents the deal--a card is dealt face up in front of each player. The deal rotates to the left each hand.
The highest card (or the first "6" die) to the dealer's left acts first. The player can pass or bet. In turn, each player can call, raise, or fold. The bet passes to the left until each player has gone.
This step is often called the Lift, or the Lift Off. "Was dealt a fat six on the lift, and I bet it big."
Step 3 - SECOND STREET - Starting the with player who bet first on the Deal, each player rolls a second 1D and places it in front of him in the open. This represents the second card dealt face up.
Another betting round is played, with the highest total betting first (or the first total of 12 to the dealer's left).
This step is often called Orbit. "I made orbit with double sixes! And, I raised those suckers!"
Step 4 - THIRD STREET - Starting with the player who bet first in Second Street, each player rolls a third 1D and places it in front of him in the open. This represents the third card dealt face up.
A betting round is played, with the highest total betting first (or the first total of 18 to the dealer's left).
This step is often called the Deep. "I got out into the deep with a perfect hand--three sixes. You shoulda seen the eyes go wide when they saw my hand!"
Step 5 - The JUMP - Starting with the player who bet first on Third Street, each player is allowed to Jump another player. Only one jump attempt can be made per player. If a jump is made, both players roll their Gambling skill (or Perception attribute). The winner is allowed to pick one die from his opponent's three dice and have his opponent re-roll that one die.
Jumping is risky because a gambler can lose the skill toss and have one of is own dice re-rolled. But, this is where a character's skill comes in. Better gamblers will win more often in the long run.
The Jump simulates better possible better play by more skilled players.
In the short run, though, less skilled players can still get lucky--which is why Three Street Pi'Lok is universally played across the galaxy. Also, re-rolling on a jump can also result in the opponent getting lucky and rolling better than he originally had (maybe he rolls doubles).
Players may, of course, elect not to jump. High Gambling skill is not a guarantee to win every hand--far from it.
There is no slang term for the Jump as it represents the gamblers playing the game--not really a specific function of the game.
Step 6 - SHOWDOWN - In order to win the hand, player pick two dice from the three dealt to them (after adjustment from the jump). The dice are worth face value, added together. Doubles count twice. Thus, the highest hand is two "6's", which would total 24. A perfect hand.
Two "1's" would total 4. The lowest hand is a total of 3 (a 1 and a 2).
Highest hand wins the pot. Tied hands split the pot evenly.
This step is often called the Shadowport. "I showed 'em my shadowport, but he still won with double 4's."