Originating from the lower ranks of Hesan military culture, "Dead Man's Dice" was a grim game used to determine who had to take the "dead man's point" in a formation. If you rolled low, you marched first. The game has long been outlawed in Hesa, but here in the self-ruled city-state of Drachenburg, it has taken on a life of its own, where it has evolved into a test of nerve. The game is still frowned upon by the higher echelons of society. Dead Man's Dice is mostly played by city soldiers and the poorer classes of Southborough within the gambling den known as @Southborough, Drachenburg: The Sump.
Dead Man's Dice is played with a standard set of polyhedral dice (stolen or scavenged, as most commoners don't own them). The locals call the dice by the "steps to the grave":
The Shield (d12)
The Sword (d10)
The Dagger (d8)
The Tooth (d6)
The Drop (d4)
The Golden Rule: You never touch another man's dice, and you never roll off the table.
Players: 2 or more.
Components: Each player needs a "Stake" (Gold, a favor, or a "Marker of Service") and access to a standard set of dice (d12, d10, d8, d6, d4).
The Pot: All stakes go into the center.
The Objective: Be the last player remaining. If you roll a 1, you are "Dead" (eliminated from the round).
The Ante: All players put their stake in the pot.
Starting Height: The game begins with the d12.
The Roll: The first player rolls the current die (d12).
Result > 1: They survive and pass the turn to the left.
Result = 1: They are "Dead." They are out of the round.
Escalating the Danger (The Step Down):
On a player's turn, before they roll, they may choose to "Step Down."
They declare the next lowest die size (e.g., moving from d12 to d10).
They must then roll that new die.
If they survive: The "Current Die" for the table is now permanently set to that lower size. All subsequent players must roll the new, riskier die (or step down further).
The Kill Floor: Once the game reaches the d4 (The Drop), it cannot go lower. Players continue rolling the d4 until only one remains.
Winning: The last player who hasn't rolled a 1 wins the entire pot.
GM Variation (Bluffing/Intimidation): If a player wants to "Step Down," allow them to make a Charisma (Intimidation) check.
DC 15: The player to their left is rattled by their confidence. That next player has Disadvantage on their roll (they must roll twice; if either is a 1, they are out).