Not long ago Nick (host) remastered the system intended for use with Pathfinder, and submitted it to the latest Wayfinder Magazine: Issue #15 based on the River Kingdoms.
While out of over 200 submissions, it may have been hard to fit an oddball little gambling submission into the magazine, however that doesn't mean we cannot let you see what we submitted and use it for your own game. Who knows, maybe one of our guests past or future will help us get it into Paizo's official hands and see what happens. ;-)
Enjoy...
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Most in Golarion believe that the
card game known as Dead Man’s Hand began in the Inner Sea. Truth be told is
that smugglers, and merchants alike, established the game sometime in the Age
of Enthronement near the city of Heibarr. Some scholars speculate this was in
order to afford the toll to pass under the bridge formed in 4434 AR. However,
there is some evidence that the game existed before then.
Merchants and sailors enjoyed the
game because cheating was part of the rules. With cheating as part of the core
game, there was little to no violence or anger when cheating would occur. The
game grew in popularity and, eventually, was one of the few forms of gambling
allowed by pirate ship captains throughout Golarion. From its beginning, Dead
Man’s Hand was spread quickly by river folk, merchants, pirates, smugglers, and
even common folk. While different strategies and versions of the game have
formed and changed throughout the years, the base rules have not. Proof again
that this game is still one of the most extremely popular games among thieves,
pirates, and smugglers, and to this day is the game of choice among all of the
River Kingdoms.
In 4700 AR, a Chelaxian known as
Morgan the White, and his men, brought a new version of the game to the River
Kingdoms, which has since gained popularity. Morgan stated that this altered
version was how they played the game on the open seas. He called it the Captain’s Hand. He explained that the only way many captains would allow the
game to be played during open voyage was by using these rules: the captain was
always the dealer, the crew only has two cards, and the captain has five cards.
However, the captain is always the winner because he takes the best hand he can
make out of one of his crew’s two card hands. The chosen hand gets the money
and the captain is declared the winner. Morgan explained that the term
“captain” is just a name for the dealer. The best five card hand mix of the
captain’s hand and a player’s hand is the true winner.
Most of what he explained when arriving
to the River Kingdoms was true, as this was the most modified version of the
game that exists. However, this version is usually only played among sailors of
ships captained with heavy tradition.
Dead
Man's Hand
(the term "player" refers to each PC or NPC participating)
(the term "player" refers to each PC or NPC participating)
Step One
Five cards are dealt to each player.
A player has the option to choose to receive only 4 cards and use Intimidate or
Diplomacy on an opponent (use the Intimidate: Demoralize rules in the Core
Rulebook the for either skill) and the effects last only for that one hand.
Using the basic 5 card draw poker concept, the players make bets and raises. All
players roll Profession (gambling) and ties go to the player with the highest
Wisdom score. Keep track of totals and the winner of the roll gets 1 extra
card. Each player removes all cards they do not want to keep.
Step Two
Starting with the lowest Profession (Gambling) roll from earlier and moving up the list, each player must choose, aloud, one option from each of the following two categories to roll:
Offense: Bluff or Sleight of Hand
Defense: Sense Motive or Perception
Comparing
Rolls
Offense | Defense | Result |
Bluff | Sense Motive | Highest Roll +1 card |
Bluff | Perception | Both +1 Card |
Sleight of Hand | Sense Motive | Both +1 Card |
Sleight of Hand | Perception | Highest Roll +1 card |
Players first receive new cards to replace
the ones they removed. Then, each player compares their rolls to each other player. Each different opponent the player successfully trumps with
his rolls, receives 1 extra card to add to their hand. If the
skills are not comparable then they both gain an extra card. Players place
their final bets on the final hand.
Step Three
Players reveal the best hand that
they can make out of 5 cards. Best hand wins.
Gentlemen's Hand
Gentlemen’s Hand is played exactly
the same as above but anyone caught cheating automatically loses. Any
additional circumstantial fallouts must ensue.
Captain’s
Hand
captain’s hand uses similar rules to Texas Hold’em. Each player receives two cards to start. (Same intimidation rules) and betting occurs. Then the captain’s 5 card hand is played. Players roll their skills and receive their extra cards. Best 5 cards from your hand and captain’s Hand wins.
captain’s hand uses similar rules to Texas Hold’em. Each player receives two cards to start. (Same intimidation rules) and betting occurs. Then the captain’s 5 card hand is played. Players roll their skills and receive their extra cards. Best 5 cards from your hand and captain’s Hand wins.
Modifications of the games can also
be done with the use of wild cards.
These rules can also be used for
strategy games such as Chess or other Military type games by still using cards,
but replacing Profession (Gambling) with Profession (Soldier).