Tanzaku Quarter Games - Nihakyu
Codified by the Tanzaku Quarters Gambling Council
Also recognized by the Crimson Pavilion, Moon Petal Bathhouse, and Golden Carp Casino
I. OVERVIEW
Nihakyu, commonly known as “The Two-Hundred Game”, is one of the oldest and most respected games of chance played throughout Tanzaku Quarters and the surrounding regions of the Land of Fire. Originating from traveling warrior-monks who used wooden counters to teach lessons about restraint and endurance, the game evolved into a high-stakes gambling ritual favored by shinobi, merchants, and thrill-seekers.
Nihakyu is a contest of survival, nerve, and luck. Gamblers begin with a shared pool of 200 Stamina Points, representing their fortune, resolve, and spiritual endurance. With each turn, players chip away at this reserve until only one remains standing. The game is notorious for its tension, unpredictability, and sudden eliminations.
II. GAME MATERIALS
One twenty-sided die (d20) per player
Stamina counters or a writable ledger
A central pot or wager pool
Although traditionally played with wooden dice carved with spiritual numerals, the modern standard across casinos involves the twenty-sided die for precision and fairness.
III. OBJECTIVE
Stay above 0 Stamina Points longer than any other participant.
The last player whose score remains greater than zero at the end of a round is declared the winner and receives the full pot unless otherwise specified by house rules.
IV. STANDARD RULES OF PLAY
1. Starting Value
All players begin with 200 Stamina Points.
2. Turn Sequence
Play proceeds in simultaneous rounds.
Each player rolls 1d20 during their turn and subtracts the result from their current Stamina.
3. Elimination
A player is immediately eliminated if their Stamina reaches:
Exactly 0, or
Below 0
This symbolizes their “fortune collapsing” or “life force extinguishing” in the metaphorical sense used by traditional gamblers.
4. Winning the Game
The final player with Stamina above 0 is the winner.
If multiple players fall to zero or below in the same round, the winner is determined by who held the highest Stamina before the round began.
5. Tie Resolution
If players tie at the start of an elimination round, or if ambiguity remains:
Players roll 1d20 each in a sudden-death format.
Highest roll wins.
Repeat as needed.
V. FORMAL VARIANTS & HOUSE RULES
These sanctioned variants appear in official establishments across Tanzaku Quarters. They may be used individually or combined depending on the venue.
1. Kage’s Endurance (High-Stakes Variant)
Once per game, a player may declare “Kage Endurance” before rolling.
They roll 2d20 and choose the lower number to subtract.
This represents disciplined mental fortitude.
Ante must be doubled to activate this feature.
2. Shadow Step (Risk-Control Mechanic)
Before a round begins, a player may declare “Shadow Step.”
Effect:
Automatically subtract 5 Stamina without rolling.
Skip the roll for that round.
This is used strategically near low Stamina thresholds to avoid accidental elimination.
3. Dealer’s Blood (House Advantage Rule)
Used exclusively in the Broken Tiles district.
A neutral “Dealer” enters the game with 200 Stamina and rolls exactly like all players.
The Dealer cannot win the pot.
If the Dealer remains alive after all players have fallen:
The House claims 50% of the pot;
Remaining winnings (if any) are split among surviving players proportionally to their Stamina totals.
4. Shinobi Interference (Cheating Protocols)
Casinos recognize that shinobi gamblers bring unique complications.
These rules govern acceptable and punishable conduct:
Permitted Techniques
Minor Sleight of Hand:
Players may attempt a Dexterity (Sleight of Hand) check (DC 18) to adjust the roll by ±1.Psychological Pressure:
Allowed but monitored. Intimidation without jutsu is acceptable.
Forbidden Techniques
Chakra manipulation of the die
Genjutsu confusion
Dōjutsu (Byakugan, Sharingan, etc.) for predictive insight
Substitution during rolls
Summoning creatures to interfere
Violations result in immediate ejection and forfeiture of wagers.
VI. CULTURAL SIGNIFICANCE
Nihakyu is more than a gambling pastime; it is a ritual reflection of fortune, perseverance, and the fragility of human resolve.
Across shinobi circles, the game is compared to the diminishing flow of chakra during battle—steady, perilous, and unpredictable. The final moments of a Nihakyu match are said to resemble the closing seconds of a duel: breath held, fate sealed, all eyes watching.
Legends tell of gamblers who reached 1 Stamina and survived multiple rounds against overwhelming odds. Such moments are called:
“Touching the Shinigami’s Hand.”
The phrase has entered common speech, symbolizing a warrior or risk-taker who teeters on the edge of ruin yet refuses to fall.
VII. COMMON PLAY LOCATIONS
The Lantern Strip
Nihakyu tables draw large crowds, often surrounded by spectators shouting predictions and side bets.
The Broken Tiles District
Debtors and criminals are sometimes forced to play Nihakyu to “appeal to fate.”
Harsh. Unforgiving. Traditional.
The Crimson Pavilion
Here, Nihakyu is a game of political theater—nobles use it to test poise, temperament, and composure under pressure.
VIII. OFFICIAL SUMMARY
Nihakyu is a battle of attrition, a contest of nerve, and a reflection of how quickly fortunes turn in the shinobi world. It is respected because it is pure: no complex strategy, no tricks, no elaborate mechanisms—just fate, steel nerves, and the courage to roll again.