Four Keeps
A downloadable game
Bring or bluff your kingdom's might to seize victory!
Immerse yourself in the role of a ruler in this engaging tavern dice game. As lords and ladies of the realm, players boast of their kingdom's might while wagering against each other's claims. But beware! Unexpected events may occur between rounds – from assaults threatening your keeps to timely fortifications enhancing your position. Navigate these twists and turns, and prove your kingdom's supremacy in this thrilling blend of chance, strategy, and bluffing. Let's play four keeps!
Required Components
- Currency to make wagers (e.g., poker chips, play money)
- 1 Dice cup per player
- 4 Six-sided dice per player
- 1 Six-sided (red) Assault die for the group
- 1 Six-sided (blue) Fortify die for the group
How to Play
- Ante Up: Add to the pot.
- Roll Dice: Roll 3 dice secretly and 1 die publicly.
- Round 1 Bet: Bet or fold.
- Public Event - Assault: Dealer rolls Assault die. Matching dice are nullified (count as '0').
- Round 2 Bet: Bet or fold.
- Public Event - Fortify: Dealer rolls Fortify die. Matching dice are doubled (no effect on nullified dice).
- Round 3 Bet: Bet or fold.
- Reveal Dice: Reveal and determine winner. Highest total wins the pot.
Game Variants
- Open Borders: Roll 2 dice secretly and 2 dice publicly.
- Closed Borders: Roll all 4 dice secretly.
- Blitz Assault: Dealer rolls 2 Assault dice during the Assault event.
- Peace Treaty: Play without the Assault event (1 less round of betting).
- Public Event - Mobilize Troops: Extra public event between the Assault & Fortify events where players may reroll 1 of their public dice (1 more round of betting).
- Mad King/Queen: 4 nullified dice beats highest total.
Betting Rules
- Starting Funds: Each player starts with a predetermined amount of money or chips. This amount should be agreed upon before the game begins.
- Ante: Before each round, players must contribute a set amount to the pot. The ante serves as the minimum bet required to participate in the round. There is typically a minimum ante amount, agreed upon by all players.
- First Player: The first player to place a bet in each round is determined either randomly or by a predetermined order. This order can rotate clockwise or counterclockwise after each round.
- Setting the Bet: The first player sets the initial bet amount for the round. Subsequent players can choose to match the previous bet, raise it, or fold.
- Matching Bets: Players have the option to match the current bet made by another player or to raise it by betting a higher amount. Folding is also an option if a player does not wish to match the current bet.
- Betting Zero: Players cannot bet zero to stay in the round. A minimum bet, at least equal to the ante, is required to participate.
- Tie Breaker: In the event of a tie for the highest total during the final reveal, the pot is typically split evenly among the tied players. If the pot cannot be split evenly, the remainder may be awarded to the player closest to the dealer's left.
- Out of Money: If a player runs out of funds during the game, they are considered out of the game and must sit out for the remainder of the rounds. The remaining players continue until a winner is determined.
Game Rules Card
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Gregg Jewell |
Tags | betting, Dice, Family Friendly, party-game, pub, tavern |
Comments
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Very cool! If the Fortify die matches the Assault die, I'm assuming that's doubling 0, thus 0?
Yessir!
Edit: I now clarify that on the rules card.