K I N G M A K E R ' S G A M B I T
Kingmaker’s Gambit knows its origins from the North, where campaigning soldiers lacking cards played against another with dice carved from bone, stone and wood. It quickly spread through the words and practice of mercenaries, sailors, traders and wanderers, before now becoming widely known. One could even if they tried, never find a tavern where the gambit is but unknown. Much of its spread and popularity is due to the simplicity of the game, requiring only six pairs of dice and knowledge of the rules, and of course, a good sum as bet. To play, all is required is six pairs of six-sided dice. Optionally a tray to throw the dice within and a cup to shake them. It isn’t uncommon for players to flaunt their devotion to the game by playing with hand-crafted trays and cups, personalised to be their own unique pieces.
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Art from KCD2
H O W T O P L A Y
Before the start every game, a target score must be decided upon by both players that they will seek to match or surpass. As low as 3000 increased by increments of 500 up to even 20000 points. Each game begins with a coin [/flip] that decides who is to roll their dice first. A turn lasts until the player either:
Rolling is done via a [6d6] roll or, when using custom dice, the appropriate rolls. The first player to match or surpass the target score wins.
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T H E D I C E
Some dice are not like the others. Even when the first games of the Kingmaker’s Gambit were played, the self-made dices were loaded to favour sides over others, etched the bear the Lady’s mark or simply avoid unfavourable sides in games. As the game spread, so did the practice of the dices, their making becoming a closely guarded secret of the shady swindlers and players, but even then, new dices started to emerge with unique falls. And with everything, tales began to emerge of fabled dices of unheard characteristics… |
- Scoring Dice Combinations -
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Additional Information
Keep an eye out for custom dice popping up in events, market or NPCs...





