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Dice
Games
| Dice
Games for Bored Furcadians |
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So, it's late, no one feels like chatting, you've visited enough
dreams for the day and are really bored? Why not playing a
game of dice with friends or strangers? But how do you play dice games
in Furcadia if you can't see what your opponents roll? Simple!
Furcadia has a built-in dice system that prevents others from
cheating. On this page we show you how to use the built-in dice, and
explain a
few creative and fun dice games that you can play
with your friends in Furcadia.
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| How
do I roll dice? |
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To roll the dice, type "roll (number of dice)d(number of sides on
the die)". For example, "roll 3d6" will throw three
dice with six sides each (the common dice type) and display the
result. If you want to see the result of each die, you need to type
"ROLL" instead of "roll".
Go to your dream or another quiet area and try typing:
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| Rules
of Furcadian Dice Games |
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Below we explain the rules for several rather
original dice games. We'll add more games to this list later, so check
back frequently. If you know or have invented a cool dice
game that can be played in Furcadia, please send the rules to scribes@furcadia.com
and we'll add your game to this list.
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Players: 2 or more
Command: roll 1d8
The "virtual" die
you need for this game is one with eight sides (d8). You
need at least two players to play this game, four to six make it
really fun. The rules are simple: Sit in a circle, and the first furre
starts rolling the die (roll 1d8). Note the
number. Now the other players get to roll the die (clock-wise).
Each player adds his die roll to the total of the previous
rolls. The furre
who last rolled the die says the total aloud. If
the total is a
number that can be divided by 8, the last furre
who rolled the die gets a "Terrible Warning". If a
player who already got a "Terrible Warning" gets a second
one, he or she is out. The other players continue until only one
player is left: The remaining player wins the game!
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For
this simple game you need five virtual dice with six sides each
(d6). Two players is the minimum for this game. Every player gets to
roll the five dice - note that it's important to display the results
of each die, so the proper command is ROLL 5d6, not roll 5d6. Look
at the five results and begin adding
the numbers from left to right. If one of the dice rolled has
a result of one (1), ONLY the dice results
-before- the 1 count. If the first die
result is a 1, you get zero points this round. The
player with the highest total wins the round. Suggestion for a
variant: You can play "large rounds", where everyone may
throw the five dice five times, and all five totals are added up.
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Many
Kids
Players: 2 or more
Command: ROLL 3d6
For
this original game you need three virtual dice with six sides (d6).
Like in "The Evil One", you need to display the individual
results of all three dice. The proper command is ROLL 3d6. Two
players is the minimum, three or more is ideal. The object of this
game is to found a family with as many kids as possible. Each player
rolls the three dice (after each other). The number of points on
each die has a special meaning. The first
dice result, starting at the left, is the "Father" and the
second is the "Mother". The last number is the number of "Kids"
Before you can start having kids though, you need to have both a
mother and a father.
You
must get the father first. To get the father, you must get a
dice result of (1) in the first slot. To get the mother, get a dice
result of (2) in the second slot after you already have the
father. It is possible to get them both on the first roll, though
unlikely. Once you have the parents, starting with the
roll on which you get the mother, you can start having kids. (It's
not necessary to get the "Father" and
"Mother" more than once.) To get kids on the same
roll as you get the "Mother", the dice result in the third
and last slot must be a 3 or higher. If it is, count this number
towards the number of kids your family has. Once a player has both a
mother and a father, they will only roll two dice on their next
roll instead of three (2d6). Both results from the two dice
rolled will count towards the number of "Kids" in the
family, but results lower than 3 still don't count. The game is
over if all players have "founded" their family. The
player who has the most kids at the end wins.
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This
is a really easy but fun game for any number of players. All you
need is one die with six sides (d6). The object of the game is to
get as close to the magic 21 as possible with an uneven
number of rolls! So you must roll the die one, three, five, seven,
nine, etc times, you can't stop if you have rolled it only two,
four, six, eight, etc. times. If the total exceeds 21, you're out.
The player who is closest to 21 wins the round. If someone gets a
straight 21, they win the round immediately. You can play as many
rounds as you wish.
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This
game is a bit more complicated. No worries, you don't need to be a
math ace to have fun with this game. At the start of the game, one
player rolls two six-sided dice (command: ROLL 2d6). The two numbers
are multiplied. The result of this multiplication is the
"target number" for all players that participate in
this particular round. Now every player gets to roll
(clockwise). The player whose turn it is can decide which type of
die he or she is going to use for their turn: a die with 8, 10, 12
or 20 sides (the command is roll 1d# where # is the number of sides
the chosen die has).
Important!
The player must decide before the roll whether the result of
the upcoming roll will be added to the total, subtracted from the
total or multiplied with the total. The player who hits the target
number wins the round and is the Math Genius of the evening!
Note:
The first player who throws the first die will
not need to choose addition, subtraction, or multiplication
since it is the first roll. If this first roll is equal to the
"target number" it is considered a fluke, and a new
"target number" must be rolled. All the rolls after
the first one will be added to, subtracted from or
multiplied with the total from
the previous roll, with the goal of trying to get the "target
number" that was determined at the start of the game. For the
sake of your sanity, don't throw a D20 when you are going to
multiply, unless you have a calculator handy or are really great
with big numbers! :)
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Dice
Golf is played over six
courses (rounds). The "hole" of each course is at
200 meters. Or differently put, the goal is to to reach a
total of exactly 200 with as few dice rolls as possible.
The player who needed the lowest number of rolls for all six courses
(rounds) together is the winner. Before your roll, you may pick which
type of die you are going to use for your turn. Options are: d6,
d8, d10, d12, d20. The points you roll are always multiplied
by 10. So if you choose to use the d12 die, you type roll 1d12
and add a 0 to the result. If
your current total is below 200, the results are added to your total,
bringing you closer to the "hole". If your current total is
over 200, meaning you 'overshot' the "hole", the result is
subtracted from your total. Still following?
Okay,
it gets trickier now. Just like IRL golf, the golf courses (rounds) in
our game have sand bunkers. If your ball hits a bunker (i.e. your total
equals the number a bunker is at), your
ball is stuck and you need to get it
out of the bunker. If your ball is in the bunker, you must
use a use a d4 (four sided die) to get it out of
there on your next turn -
you may NOT pick one of the other dice, and the four
sided die may NOT be used for other turns. The
following courses need to be mastered by the players that compete
for the Dice Golf Championship:
Course
1:
No bunkers, hole is at 200 meters
Course 2:
One bunker is at 120 meters, hole is at 200 meters
Course 3:
Bunkers at 20 and 140 meters, hole is at 200 meters
Course 4:
Bunkers at 100 and 120 meters, hole is at 200 meters
Course 5:
Bunkers at 20, 50 and 100 meters, hole is at 200 meters
Course 6:
Bunkers at 120, 140, and 150 meters, hole is at 200 meters
Pig
Players: 3 or
more
Command: ROLL 2d6
To
play this game, find an area where not much chatter goes on and ALL
players may be heard. Choose one player to roll the dice. Other
players record the two numbers down and may duck out at any time,
for if the roller rolls a one, all players standing clear their
score for the round and continue game. There are 6 rounds, and
players are suggested to stand while in game and sit down. All
players stand at the start of a round. If the roller rolls 2 ones,
then all players standing clear the score for all rounds played. At
the end of the game, players total the score of all rounds and
whoever has the most wins. Players must stand at the start of each
round, and if a player afks or affs during the game should be
disqualified.
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