🎰 Blackjack dice game variant - Project Euler Forum

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Hitting the Playing Count. Once the Player has decided to Hit, they again roll BOTH of their Dice. On this second roll, however, there are new rules on.


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blackjack dice game rules

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If their score goes over 21, then they bust and their turn score is zero.


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blackjack dice game rules

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keramika3d.ru β€Ί dice_blackjack.


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I've never actually played a game that had a blackjack-style dice resolution mechanic. I mean the kind where you can roll as many times as you.


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Once players have scored 16 or more, they have the option to stop rolling or just roll one die one or more times.


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This is a fun way to play Blackjack! This set includes two sided dice for the Blackjack game and three regular spotted dice (numbered 1 - 6) for the C-Low.


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Hitting the Playing Count. Once the Player has decided to Hit, they again roll BOTH of their Dice. On this second roll, however, there are new rules on.


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blackjack dice game rules

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I've never actually played a game that had a blackjack-style dice resolution mechanic. I mean the kind where you can roll as many times as you.


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Blackjack on sided Dice. Roll for 21, one die at a time - but don't bust (go over 21). Contains 6 D12 dice. 5 are white with red letters/numbers. 1 is red with.


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Blackjack Dice Game Rules. How to Play Blakjack Dice Game. Gameplay. The objective of the game is to be the first player to score 10 points. Each player gets​.


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blackjack dice game rules

I'm guessing that it'll make the characters fail quite often, as players will take chances in trying to get to the perfect success which, in other kinds of dice mechanics isn't usually possible, like if you rolled 13 on a d20, that's that usually. You could certainly make it more interesting by mixing in character abilities that allow manipulation of the dice, or which score special effects when you roll certain things. It's a weird, awesome game like that. I don't know of any systems that use this. You either concede or roll. The player can add dice to get closer because the closer the result the more hurt is put on the opponent, total of 21 equals opponent dead defeated, whatever. Blackjack-style dice mechanics. You want to roll more, but you choose if you want to go on or not. And so on. Asklepios raises my concerns with such a mechanic, in that the escalating cycles expose a bidding mechanic and I love bidding mechanics , but the randomness of the die involved could make too much emphasis on winning at bidding and too little on representing the character. In your case, it is maximum number of dice to roll that determines your "degree of success". This works best for resisted actions, but you could roll 2d6 for the house, standing on 8 or 9. Say you roll 1 on the first roll. Player rolls 2d6 vs opponent with DC of 21 for example. Jessica Wardman, longtime forum member Snoopy, passed away last week. I know such games exist, so could someone explain how the system works in those games? They're not helpful, though, and only serve to make the world more confusing and scarier. Let's use the last option, and set up a conflict where a win means you capture your opponent, but a bust means he kills a hostage. We're not going to have that here. But the sum of the dice keeps adding to your heart rate, and eventually you leave your optimal range. I think it could be work very well if you want players making hard decisions. You now have to weigh up not only the chances of beating an 18, but the need to do it without breaking You can concede and let him escape, or roll. Interesting system idea. Also, what genres do you think such a system would support best? Leverage does something along those lines, with opponents rolling to up the stakes on one another until one can't meet the result any more or takes a Complication and quits. Consequentially, what are the ramifications of a system like this? It doesn't have a limit to how high you can roll, though. Search forums. Hmmm, just my 2 ivory cubes of input but it could be a combat roll. Then the player who didn't call the stop gets to make the first attack roll first. JavaScript is disabled. So you're managing how many dice you want to roll by how many dice you can afford to roll before you have a heart attack. One way to mitigate this might be to make it a cool subsystem of a more straightforward system. As you roll your heart rate goes up. What I find interesting is the idea of putting a cap on the conflict. And then you die. For example, in Legend of the Five Rings, the base dice system is quite straight forward, but when you have an Iajitsu duel you have a fun mini-game where you and your opponent raise the stakes against each other till one of you bottles it, and calls a stop. Pull your 2d6 initially, with extra dice as an option. Your idea would have to be for scene resolution, though: it's too much dice rolling to use in multiple combat turns, IMO. This idea reminds me of this, because it has an element of gambling and risk assessment, and its the sort of system that would be fun to pull out on a special circumstance in game rather than being used for every roll. People dream up conspiracy theories to help make sense of things. I don't have an example of a game that uses it, just the bare bones of an idea made up on the spot but maybe it would be fun to experiment. She's been a valued part of the RPGnet community since , and will be dearly missed. Last edited: Dec 17, Lacuna isn't quite what you're looking for, but there's a blackjack-esque aspect to each session. New posts. Your idea would work well for chase scenes, or similar, I think. When you hit your target heart rate, you're no longer limited to X dice: you can roll as many dice as you want. Rangdo I used to be Ovid. You roll Xd6, where X is your appropriate stat. Sometimes you see systems where the player can choose how many dice to roll, with both power and chance of failure increasing with the amount, e. My only worry overall would be that it'd be quite a slow system to run, and the pay off in added fun might not be worth the extra effort, especially if you're doing this for every roll. Search Advanced search…. If your roll is equal or lower you lose and take stress If you win I either concede of roll. Would 7 then be a fumble or a failure, and would it be any less severe than if you got a 10? Roll you win and save the hostage. Log in Register. You might get more responses down in the game design section Interestingly, Wushu in actual play kind of works like this, except that accumulating successes beyond the level needed to achieve the current end don't force any kind of failure. But you have to choose how many to roll at the start - you don't add some on later. I've never played it and have only had the system explained to me so I may be miss remembering. I'm just trying to wrap my head around this, because I find that I could work it into a certain kind of homebrew. It sounds kind of like the Victory Point system for the older edition of Fading Suns. Search titles only. The GM does not roll dice for the opponent in this system. The GM sells the scene with discriptors of the action as the PC and opponent duel. For a better experience, please enable JavaScript in your browser before proceeding. What's new New posts New profile posts Latest activity. Validated User. With two opponents incrementally risking more and more to win. If you roll 18 or lower you take injury and he escapes. Top Bottom.{/INSERTKEYS}{/PARAGRAPH} Last edited: Dec 15, Asklepios Registered User Validated User. You must log in or register to reply here. And we swear to God, if anyone comes in here and starts spouting off QAnon bullshit about COVID or literally anything else, you are going to get permabanned so thoroughly that your grandchildren won't be allowed to post here. That's probably a failure, right? Feldrik Retired User. Log in. RPGnet stands with Black Americans in the fight for rights, safety, and justice. {PARAGRAPH}{INSERTKEYS}Regarding the COV virus and its effects: Things are frustrating, and confusing, and scary. And I'm guessing somewhere around 4 it might become a marginal success or one with consequences, while 6 would be completely successful. Clearly a bust means Something Bad happens, but I'm not sure what. Does it mean you lose, that you both lose, or that you win but at a cost? Thread starter modsr Start date Dec 15, I've never actually played a game that had a blackjack-style dice resolution mechanic. The first things that came to mind is Blood and Honor, but there is the task number of 10, extra dice saved giving bonuses. Users Current visitors New profile posts Search profile posts. Maybe the player gets a number of rolls based on stats and weapons, the opponent can have any DC the GM decides is appropriate 6, 10,21, For PC party vs. The round ends when the player thinks they have scored close enough to cause some damage. When I see something described as a 'blackjack' system, it usually means opposed rolls, with the highest under a target number winning. So Ideally, you will get five dice under the bust number and achieve maximum success. It reminds me of some Cortex Plus games, like Leverage, that use opposed rolls with a "raise" element: I roll and take the total of my two highest dice. Forums New posts Search forums. Let's take an example: you roll a d6, and you want to get to 6. Then a new round starts, an injured opponent has their DC lowered and the player starts their attack rolls against the new DC. I mean the kind where you can roll as many times as you want and keep adding the numbers together, trying to get to a certain number, or close but not over.