Spice Run
"Spice Run" is a game first played by spice hunters in the village of Red Storm. Players used to draw out the game grid in the sand which manages to coat the floor of any structure, no matter how vigilant the owner was in their attempt to clear it. The original name of the game is long since forgotten, and the current name comes from a time shortly after Tektolnes outlawed spice from the city of Allanak. The nine squares on the game grid are commonly thought of as sections of the city of Allanak, although players are more concerned about the number each grid represents than the actual name.
Originally, players would wager spice or obsidian coins onto the game grid, but normally only obsidian coins are used today.
This game requires two people to play. The game is designed to use the result of a 2d6 roll to determine which player collects coins from the game board. The game board is set up as follows:
+-----+----------+----------+----------+-----+
| | | | | |
| P | 3 | 4 | 5 | P |
| L | | | | L |
| A +----------+----------+----------+ A |
| Y | | | | Y |
| E | 6 | 7 | 8 | E |
| R | | | | R |
| +----------+----------+----------+ |
| # | | | | # |
| 1 | 9 | 10 | 11 | 2 |
| | | | | |
+-----+----------+----------+----------+-----+
Gameplay:
- Both players take a seat at the gaming table.
- Player1 rolls the dice until the result is 3-11, and places his wager in the appropriate square on the board.
- Player2 rolls the dice until the result is 3-11, and places her wager in the appropriate square on the board.
- Repeat steps 2 & 3 until there are 4 wagers on the board. (NOTE: There may be multiple wagers on the same square. (eg. 7,7,3,6))
- Player1 rolls the dice: - If 2, Player2 collects all wagers and the game ends. - If 12, Player1 collects all wagers and the game ends. - Otherwise, Player1 collects any wagers on the square corresponding to the result of the dice throw.
- Player2 rolls the dice: - If 2, Player1 collects all wagers and the game ends. - If 12, Player2 collects all wagers and the game ends. - Otherwise, Player2 collects any wagers on the square corresponding to the result of the dice throw.
- Repeat steps 5 & 6 until there are no more wagers on the board.
Syntax:
Placing a wager:
Player1: roll dice <table>
Player1: bet <amount>
(This removes <amount> coins from inventory and places them in the corresponding square) To look at the result of the dice roll, type 'look dice <table>'.
Collecting coins:
Player1: roll dice <table>
Player1: play
(See rules above for collecting coins, this MUST be done by the "roller") To look at the result of the dice roll, type 'look dice <table>'.
To abort the game and collect all wagers from the board:
Player1: withdraw
(This removes all the coins from the board, and should only be done when the game can not continue. (eg. A player must log out, dies, or concedes the game))
Variations:
"All or None"
This variant is played by those who believe that the game should only end when the result of the dice is 2 or 12. To collect coins from just one square is just not sporting or adventurous enough. Therefore, to play the "All or None" variant, neither player uses the "play" feature until the dice read 2 or 12. In fact, each player continues to "bet #" for every dice roll they throw. As a result, an "All or None" game can last for a long time, and tends to be very profitable to the winner.
"Take and Give"
This variant is a less risky version of "All or None". Those who play this variant will find themselves playing for a long period of time, as they will first collect the coins in the square ("play") and then place another wager in that square ("bet #"). Because each player collects coins (if possible) and then places some back in the square, the game board tends to fill up quickly. This also tends to be profitable to both players involved, with the game finally ending on a roll of 2 or 12.
Credits:
Many thanks to Larkspur for the original concepts and rules of the game.