Rhiassan Gambling Games


The Realms has a very long tradition of gambling. This started decades ago in the 980s as games of poker were played in dusty taverns and the Gambler’s Guild first formed behind veils of secrecy and tradition. However, as the community aged so as well did the formality and the professionalism in the way we play games of chance. Proper casinos with traditional table games first started to appear in the early 1000s and since that time have only become more refined and more impressive. It is rare these days that there is a feast or other social event that doesn’t make room for a casino for its patrons.


Lord Aeston, a member of the Gambler’s Guild himself, had the thought of adding something new to the casino culture of the Realms. For decades the traditional table games have been played at Realms Casinos, Blackjack and Let it Ride most often, but there was nothing that was wholly unique to the culture of the Realms. Therefore, he took it upon himself to design some new casino experiences that would up the ante (pun intended) on what gambling looks like in our community.


Luck of the Lion


The first game that Aeston introduced was in 1020 and very much inspired by his favorite table game, Craps. And of course he themed it after the heraldry of Rhiassa when he did so. He named it Luck of the Lion.



An image of the Luck of the Lion Felt. Click to open large scale version.


Luck of the Lion is a dice rolling game that uses three 12-sided dice that have numbers in three colors. The dice are numbered 1-12. The 1, 4, 9, and 12 are red, the 2, 5, 8, and 11 are blue, and the 3, 6, 7, and 10 are green. The dice are rolled by being placed, by the dealer, into a dice tower with a tray on the bottom. Bets are placed as in craps. Before the roll. Players place their chips on the felt wagering on various outcomes including the total of the dice, the specific numbers rolled, and the specific colors rolled. Like craps, players can leave their winning bets, or just parts of them, on the field to let their wagers ride.


The available bets are in the following table.


BET PAYS DESCRIPTION
Cub 1:1 Sum of 3 to 19, except 13 is a push
King 1:1 Sum of 20 to 36, except 26 is a push
Odd 1:1 Sum is odd, except 13 is a push
Even 1:1 Sum is even, except 26 is a push
Single Color 1:1 A specified color appears exactly once
Double Color 3:1 A specified color appears exactly twice
Triple Color 20:1 A specified color appears on all three dice
Mixed Pride 3:1 Each color appears once
Full Pride 5:1 Any color appears on all three dice
Any Triple Number 50:1 The same number appears on all three dice
Straight 15:1 The numbers on all three dice are consecutive
Double Number 20:1 A specified number appears exactly twice
Any Double Number 3:1 Any number appears exactly twice
The Den 1:1 or 2:1 Pays 1:1 on a total of three dice of 8-14 or 25-31, Pays 2:1 on 3-7 and 32-36
Aquarius 26:1 Total on all three dice between 3 to 8, inclusive
Pisces 13:1 Total on all three dice between 9 to 11, inclusive
Aries 11:1 Total on all three dice is 12 or 13
Taurus 8:1 Total on all three dice is 14 or 15
Gemini 7:1 Total on all three dice is 16 or 17
Cancer 6:1 Total on all three dice is 18 or 19
Leo 6:1 Total on all three dice is 20 or 21
Virgo 7:1 Total on all three dice is 22 or 23
Libra 8:1 Total on all three dice is 24 or 25
Scorpio 11:1 Total on all three dice is 26 or 27
Sagittarius 13:1 Total on all three dice between 28 to 30, inclusive
Capricorn 26:1 Total on all three dice between 31 to 36, inclusive



Saurian Sprint


In honor of the abiding relationship that Rhiassa, Saurabia, and the rest of the Realms has created with the worlds of Norlund, Lord Aeston invented a dinosaur racing table game called Saurian Sprint in 1024. This game was themed after the idea of betting at a race track somewhat inspired by the camel racing table game sometimes seen in New Verai.



An image of the Saurian Sprint Felt. Click to open large scale version.


In Saurian Sprint the dealer rolls a pair of 6-sided dice to determine which of nine dinosaurs moves one space further down a race track. Crossing the finish line takes a total of fifteen spaces of movement but some dinosaurs get to move bonus spaces if their number comes up twice in a row (denoted by the B* value at the top of the track).


Betting is done before the race begins as players make prop bets on the outcomes and also wager on which dinosaurs will win (be the first to cross the finish line), place (be the first or second to cross the finish line), or show (be the first, second, or third to cross the finish line). But as the race begins and dinosaurs cross onto the first and second laps, further bets can be made on the outcome lower down on the felt. These have worse odds than betting before the race starts but are a great way to hedge your bets or double down on what you think will happen based on which dinosaurs get out to an early lead.


The dealer continuously rolls dice advancing dinosaur across the race track at a quickened pace, not specifically pausing for later place bets to be made. The game is over after three dinosaurs cross the finish line, being awarded first, second, and third place.


The available bets are in the following table.


PLACE BETS - Before The Race Begins
Blue 2/3 and Blue 11/12 Dinosaur Win 30:1
Place 10:1
Show 7:1
Blue 4 and Blue 10 Dinosaur Win 15:1
Place 8:1
Show 4:1
Green 5 and Green 9 Dinosaur Win 7:1
Place 3:1
Show 1:1
Yellow 6 and Yellow 8 Dinosaur Win 4:1
Place 1:1
Show 1:2
Black 7 Dinosaur Win 2:1
Place 1:2
Show 1:3
PLACE BETS - Before any Dinosaur Leaves Lap One
Blue 2/3 and Blue 11/12 Dinosaur Win 7:1
Place 3:1
Blue 4 and Blue 10 Dinosaur Win 4:1
Place 2:1
Green 5 and Green 9 Dinosaur Win 2:1
Place 1:1
Yellow 6 and Yellow 8 Dinosaur Win 1:1
Place 1:3
Black 7 Dinosaur Win 1:2
Place 1:4
PLACE BETS - Before any Dinosaur Leaves Lap Two
Blue 2/3 and Blue 11/12 Dinosaur Win 1:1
Blue 4 and Blue 10 Dinosaur Win 1:1
Green 5 and Green 9 Dinosaur Win 1:2
Yellow 6 and Yellow 8 Dinosaur Win 1:4
Black 7 Dinosaur Win 1:6
PROP BETS (placed before the race begins)
Either Yellow Dinosaur gets first place 1:1
Either Green Dinosaur gets first place 3:1
Any Blue Dinosaur gets first place 5:1
The “6” Dinosaur finishes ahead of the “8” (tie pays nothing) 1:1
The “8” Dinosaur finishes ahead of the “6” (tie pays nothing) 1:1
The “5” Dinosaur finishes ahead of the “9” (tie pays nothing) 1:1
The “9” Dinosaur finishes ahead of the “5” (tie pays nothing) 1:1
Both Yellow Dinosaurs finish ahead of the Black Dinosaur 3:1
Both Green Dinosaurs finish ahead of the Black Dinosaur 6:1
The Black Dinosaur finishes ahead of all Blue Dinosaurs 1:2
The Black Dinosaur finishes ahead of both Green Dinosaurs 1:1
The Black Dinosaur finishes ahead of both Yellow Dinosaurs 3:2
The finishing order of the Dinosaurs is black-yellow-yellow 25:1
The finishing order of the Dinosaurs is black-yellow-green 20:1
The Black Dinosaur finishes in 2nd place 3:1
The Black Dinosaur finishes in 3rd place 4:1
The Black Dinosaur finishes in 4th or worse place (including ties) 1:1
The Black Dinosaur finishes in 5th or worse place (including ties) 4:1
The Black Dinosaur finishes in 6th or worse place (including ties) 9:1
Exactly two Blue Dinosaurs finish tied with each other 2:1
Exactly three Blue Dinosaurs finish tied with each other 30:1