Kruth Gambling Games: Gambler

Started by Gambler, February 15, 2009, 01:29:49 PM

February 15, 2009, 01:29:49 PM Last Edit: February 15, 2009, 01:33:25 PM by Gambler
After a number of trial and error, I'll be posting a number of Kruth gambling games on this thread over time, once it's been introduced IG a fair amount. You may decided whether your character has heard or played of these games.

In all of these games, unless specified otherwise:
the Suits, from lowest to highest are Stone, Water, Wind, Sun.
the Ranks, from lowest to highest are Death, Deceit, Kings, Fate, Truth, Life.

Variation Fourteen: "Run'em"

Like the original found in the documentation on Kruth games, the cards are assigned number values, with Death as one (1) point and up the card ranks to Life as six (6) points. Before the rounds start, the players are dealt one card and highest card (one with highest suit and rank) decides which direction (if multiple players) and in what order to play (whether first or last).

With this version, players are dealt three cards at the beginning. Players have turns, and on their turn, they can either discard a card, pick up an additional card, or call. You may call only after the first round, once everyone has had one turn.

Like the name suggests, the first to reach fourteen points wins. However, there's a number of rules that adds a degree of skill along with luck. In the case that a player during a round calls, those after the player get one chance to discard or pick up. An additional rule is that four of a kind (all four suits of the same rank) is considered fourteen, no matter the ranks of the cards, but you may only have those four cards in your hand. Having this hand will beat all other combination of cards that make fourteen. In the case of a tie, the highest suit wins. Having over fourteen points discredits your hand, and isn't worth anything.

If betting is involved:
Betting takes place before the cards are dealt.
The player with the highest hand wins the amount betted.

Additional rules: called 'Run'em High' for short.
What gives this game its nickname is with this additional rule. Rather than discarding your cards (by syntax), you place the discarded card on the table to be picked up by the next player that wishes. If a player wishes to pick up a card, you may pick up the card, but must pick up the card and all cards discarded on top of the card.
The player to call first and with the highest hand wins the bet.
The player who calls first but does not have the highest hand pays twice what was bet.


Please provide feedback, suggestions, or ideas on this thread.

Gamber,

Glad someone else is doing this too.

I wish we could get the ones I posted and the ones you put together added to the webpage and I dearly hope kruth continues in the new world.

If you guys would like to email me at cavaticus@armageddon.org with your collected card games, I will see about putting them all up on the Web site somewhere. Please put the word "kruth" in the title.

Name: Whisky Run (better known as the Kruth variant of "Spice Run" by certain groups)

Description of Play:
The game has the same rules as Run'em, using the same card point system, hands, and similar conditions on winning. However, "Whisky Run" relies heavily on a system of betting, the amount of coins determined by which betting rules are brought in play. As well, instead of aiming for fourteen (14) points with your cards, the highest possible combination is twenty four (24) points, or four cards of the rank Life. It is an IG equivalent of the RL Texas Hold'em poker game.

For reference:
the Suits, from lowest to highest are Stone, Water, Wind, Sun.
the Ranks, from lowest to highest are Death, Deceit, Kings, Fate, Truth, Life.
The ranks are counted before the suits. Thus a Stone of Fate is counted higher than a Sun of Kings.

The cards are assigned number values, with Death as one (1) point and up the card ranks to Life as six (6) points. Before the rounds start, the players are dealt one card and highest card (one with highest rank and suit) or called 'high-card', decides which direction (if multiple players) and in what order to play (whether first or last). In normal betting rounds, the amount of coins being bet is announced to the players as the coins are placed on the table.

Play begins with each player being dealt two cards, called the "Deal", followed by one card dealt face up to be viewed by the players. After this, an initial round of betting called the "Pot" or "Smuggle" takes place, depending on the rules in play.

On their turn, a player may bet, pass (if no subsequent bet has been made), fold (thus giving up your turn, the amount of coins betted previously, and priviledge to bet further), or raise (to further raise the amount betted that round). There may be only one raise per round.

After the first betting round is complete, another face-up card is dealt on the table. Betting now begins again, this round of betting called the "Run". On this round and subsequent betting rounds, a player may pass or bet up to the game's betting limit if preset. The second betting round is followed by a third upcard onto the table and a third betting round called the "Showdown". A fourth betting round takes place if necessary, called the "Drag". Betting rounds may end prematurely when a player bets and recieves no calls to the bet.

Once the final round of betting is complete, those players remaining must reveal their cards in the order of play (determined before the rounds began with high-card).

The goal of the game is to be the player with the highest hand of rank cards making twenty four (24) points when their own cards are combined with the cards shown on the table (available to all players). Four of a kind (all four suits of the same rank) is considered 24 points, no matter the ranks of the cards. Having this hand will beat all other combination of cards that make 24.

While the highest amount of counted points is 24, it is possible to get a higher number of points due to the number of cards available to a player (being five (5)). Because of this, only four cards are able to be counted by the player when determining points, and the fifth card discredited. In the case of a tie, the winner is determined by high card with the cards available to that player.

Additional (Optional) Rule:
"Smuggle": In normal betting rounds, the amount of coins bet is announced to the players as the coins are being placed on the table. During the "Smuggle", if players so choose, the amount of coins being bet does not need to be announced until after everyone has bet. Once everyone has had their turn betting, the amount betted is announced by the players. Those players who have betted must meet the highest bet placed or lose their turn and coins betted, thus winning the "Smuggling Deal". Thus there is an inherent risk as well as advantage to playing the "Smuggle".


Suggestions, feedback, or ideas are welcome.

You got to know when to hold em,
Know when to fold em,
Know when to walk away,
Know when to run.

You never count your money
When you're at the table.
Time enough for counting,
When the dealing's done.
You'll never find a more wretched hive of scum and villany.  Except for maybe Allanak."

-Anonymous