Games of Chance

Dice:

Liar’s Cut: 
Straight Dice rolls with opposing gambling skills. Variations: best 2 of 3; multiple rolls added, etc 
*** Spaceman’s bluff, hangman’s trio, etc.

Double-Down: 
Gambling roll will enter player into the “kitty”. 6 and 1 count as one dice, they may be stacked on top of one another. Only the top 2 dice of the toss are counted, the total of the 2 dice is your score. Player may buy additional dice to toss for their gambling skill after the first toss. The additional cost of extra dice is added into the “kitty”.
*** Death Star Bluff---only one dice is counted.

Warp Thrust:
Straight gambling skill roll; dice are added together. Closest one to the “house” number---usually 31---wins. Player may not go over with out busting out of that roll. Variations: player may add or subtract the wild die, random “house” numbers, etc.

Talavian Fields: 
A gambling roll—similar to Yahteeze. Players are trying to make a “hand” from their die rolls. Only 5 or 7 dice are used to make a “hand”, it is houses choice in this matter. Any available pips to the players gambling skill can be used to effect 1 dice. This is the only game were pips are of use.

Cards:

Emperor’s Dream: 
Gambling Roll determines the number of cards dealt to the player. Player makes the best “hand” out of these cards. Only the top 5 or 7 cards are used to make the “hand”. The cost to enter the game and the cost of a round of cards are put into the “kitty”. Raises are allowed once the “hand” has been dealt. Variations: Mostly they change the number of cards used to make a “hand”—usually somewhere between 3 and 11 cards.
*** Palpatine’s Pleasure—7 cards

Helavian’s Slammer: 
Gambling skill roll will determine the number of cards dealt to the player FACE DOWN. Player then attempts to match the house’s score by turning over one card at a time from their deck. A player may stop or hold at any time, they may also go bust if they go over the house score. The player closest but not over the “house” number wins.
Note: you can play with jokers in the deck. If you do, jokers will count as wild cards. If you do not use the joker as a wild card, then it counts as a two. If you do use a joker as a wild card then there is a chance that you will be noticed and called a cheater. Other players need to make a Very Difficult Perception roll to notice the use of a wild card.