Ranald’s Fingers – Pub Gambling in the Old World
By Ben Scerri
Ranald’s Fingers
Written by Ben Scerri
An Unofficial Fan-made Game for Warhammer Fantasy Roleplay 2 nd Edition.
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Ranald’s Fingers – Pub Gambling in the Old World
By Ben Scerri
INTRODUCTION
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THE RULES
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CARD LIMIT CHEATING ACTIONS GAMBLE TEST SLEIGHT OF HAND TEST PERCEPTION TEST INTIMIDATE TEST HOUSE DIFFICULTY STARTING BUY-IN & STARTING BLINDS
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Introduction Ranald’s Fingers is a gambling game played in most pubs in the Old World, but most excessively in Marienburg, where the “sport” is starting to gain proper attention and codification. However, these rules detail the casual and criminal elements of the game, allowing GMs to run this during down time, or when the PCs are wanting to use their “Gambling” Skill, without it just being a roll. For the most part, Ranald’s Fingers is just Texas Hold ‘Em poker, though there are a few exceptions to the rules. First familiarise yourself with the basics of Texas Hold ‘Em before continuing if you aren’t already aware of the rules. Ranald’s Fingers can be played with a regular 52 pack of cards, and a d100 as per WFRP.
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Ranald’s Fingers – Pub Gambling in the Old World
By Ben Scerri
The Rules As stated, there are several rules differences between Ranald’s Fingers and Texas Hold ‘Em poker. They are all listed here, and supersede any rules in the official Texas Hold ‘Em codification.
Card Limit During play, players may gain more than 2 cards in their hand. There is no upper card limit during your turn, but before finishing your turn, you must have no more than 3 cards, and no fewer than 2 in your hand. Discarded cards are placed in any order at the bottom of the deck.
Cheating Actions Cheating is allowed during Ranald’s Fingers, so long as no one catches you. This is represented by a series of special actions that each player can perform during their turn. Only one Cheating Action may be performed each round by each player. If at any point a Cheating Action roll is failed by more than 3 Degrees of Success, the player who failed the roll is ejected from the game (and likely the pub, followed by a beating of sorts).
Gamble Test A player may perform a Gambling Test against the House Difficulty during their turn. They draw an extra card from the deck for every Degree of Success they score.
Sleight of Hand Test A player may perform a Gambling Test against an opponent’s Perception Test, modified by the House Difficulty during their turn. If they’re successful, they may select one card at random, and may swap it for any card of their own.
Perception Test A player may perform a Perception Test against an opponent’s Performer (Actor) Test, or failing that, half their Fellowship Test, modified by the House Difficulty during their turn. If they’re successful, they may see their opponent’s hand.
Intimidate Test A player may perform an Intimidate Test (using either Strength or Fellowship) against an opponent’s Willpower Test, modified by the House Difficulty during their turn. If they’re successful by 3 or fewer Degrees of Success, the target may take no Cheating Actions during their turn. If they’re successful by more than 3 Degrees of Success, the target must Fold.
House Difficulty Every venue where Ranald’s Fingers is played has a House Difficulty score, which represents how easy it is to get away with cheating in that establishment. Work it out before play begins using the following criteria:
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Ranald’s Fingers – Pub Gambling in the Old World
By Ben Scerri
Situation Alcohol is being served Drugs are being served It is very loud It is very quiet There is a crowd You’re alone It is a gang establishment It is a legitimate business There are more than 4 players
Modifier -10% -10% -5% +10% -10% +20% -5% +15% -10%
Starting Buy-In & Starting Blinds Every venue is different, and every game is different, but as a rule of thumb (though don’t feel obliged to have all NPCs stick to this scale) games should have the following buy-in based on the location: Location Dingy Pub Average Tavern Casino Private Club
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Buy-In 10p 10s 5GC 20GC
Starting Blind 1p / 2p 6p / 1s 5s / 10s 1GC / 2GC