Arcadio & Brisca, the Gamblers

Yu Yu Hakusho RPG: Remaining Memories

Chooses one of several games both gamblers in the Yu Yu Hakusho: Remaining Memories setting offer, and processes randomized factors within them should the game that's chosen requires it.
The gamblers only offer to play the chosen game once per session (per person).

This chart uses input variables
  • game
Result

{%if game == {random}%}Resolve: {{% c_game = {Ante} %}|{% c_game = {Mushi Rally} %}|{% c_game = {Going for Greed} %}}

{%else%}

{% c_game = {$game} %}

{%end%}

{%if c_game == {Ante}%}

ANTE

Players take turns in playing Ante against the Gambler, first choosing if they will be wagering Copper, Silver, or Gold coins of Zxolot.

The essence of the game is extremely simple. Both sides wager an amount from 1 to 10 Coins in secret by writing it on a piece of paper or by placing a playing card that matches the number face down on the table, afterwards reveal their chosen number at the same time. The side that wagered the highest amount wins, but there's a catch! A wager of a single coin always beats a wager of 10 coins.

Ante is a game in which the players have to gauge how much they think their opponent is willing to risk, being forced to perhaps risk even more in the process. But while a 10 is the safest bet when it comes to raw combinations at victory, it can be comfortably checked with the number of the lowest odds at victory, yet lowest loss!

{%end%}

{%if c_game == {Mushi Rally}%}

MUSHI RALLY!

Roll on "Mushi Rally"

{%end%}

{%if c_game == {Going for Greed}%}

GOING FOR GREED

A dice game consisting of rolling 5 dice and collecting a payout based on the resulting combination of numbers.
First the player choses the tier they are wagering in by placing down a single copper, silver, or gold Coin of Zxolot.
Afterwards, they roll the 5 dice in an attempt at getting achieving one of the combinations that grant a payout, having the option to reroll any number of dice twice.
But be careful, any resulting 1 means no payout!

Payout Combinations
3 of the same number pays said number in coins of the tier wagered in, paying a bonus coin for any additional one above 3.
A combination of 3 of the same number and 2 of another is a Full House, and pays 10 Coins.
Lastly, there's a special set of circumstances that pays out even more: having 4 of the same number and attempting to go for all 5 pays out a whopping 20 Coins if successful. This is called "Going for Greed", and only triggers under those specific conditions.
{%end%}


Subcharts

Mushi Rally (d1)

Result

Mushi Rally is a gambling contest in which the delvers bet on racing insects.

A total of 6 insects are prepared to run in a course containing randomized terrain and obstacles.

Each delver can vote for the insect they think will do best in the race.

Guessing correctly grants you 5 times what you wagered! Second place, thankfully, returns your wager.

The Racers

All 6 racing bugs are distinct from one another, containing their own set of strengths and weaknesses that affect their performance.

Some bug's strengths and weaknesses can be gathered from the way they look, but others are a bit more tricky.

The GM only describes each bug's appearance to the players, not their Advantages nor Disadvantages.

The bugs are as follows:

Big Boy: A large, black stag beetle with powerful looking pincers. Advantage: Breakable obstacles. Disadvantage: Narrow spaces.

Lancelot: This purple bug resembles a lance. It is quite thin and long. Advantage: Narrow spaces. Disadvantage: Climbing-walls.

Hops: A yellow grasshopper with powerful looking legs. Advantage: Climbing walls & breakable obstacles. Disadvantage: Tunnels & narrow spaces.

Stanley: A blue beetle with no particular standout feature. Advantages: None. Weaknesses: None.

Miles: A multicolored millipede, long and leggy. Advantage: Narrow spaces & Climbing-walls. Disadvantage: Breakable obstacles & tunnels.

Bo-bo: One tiny red bug that seems to move by curling up into a ball and rolling around. Advantage: Tunnels. Disadvantage: Climbing-walls.

Course

Because the participants get to see the course before selecting their bug, they can make educated guests as to which bug they think will perform best in this particular race.

This particular course contains:

{% breakable = {1d4-1} %}{% narrow = {1d4-1} %}{% wall = {1d4-1} %}{% tunnel = {1d4-1} %}

{$breakable} breakable obstacle(s), {$narrow} narrow space(s), {$wall} climbing-wall(s), and {$tunnel} tunnels(s).

The Race

This generator rolls a total of 4d4 dice for each bug, adding 1 additional d4 to a bug's total amount of rolls for each advantage granted by the course, and likewise subtracting a d4 for each disadvantage.

Each bug's total score this time is as follows:

Big Boy: Roll 4d4 + {$breakable}d4 - {$narrow}d4

Lancelot: Roll 4d4 + {$narrow}d4 - {$wall}d4

Hops: Roll 4d4 + {$breakable}d4 + {$wall}d4 - {$narrow}d4 - {$tunnel}d4

Stanley: Roll 4d4

Miles: Roll 4d4 + {$narrow}d4 + {$wall}d4 - {$breakable}d4 - {$tunnel}d4

Bo-bo: Roll 4d4 + {$tunnel}d4 - {$wall}d4

The GM then narrates the race to completion according to these scores, those with the highest scores finishing the race before those below them.

In case of ties, bugs are awarded the same placing.