King's Favor - A Game of Luck, Risk, and Strategy
- Game Type: Dice (d6-based)
- Common Locations: Taverns, gambling halls, noble courts
- Players: 2+
- Objective: Get as close to 13 as possible without going over.
THE HISTORY OF KING’S FAVOR
The first game of King’s Favor was said to have been played in the court of King Aldric the Gambler, a ruler known as much for his cunning as for his love of dice and chance.
According to legend, Aldric faced a rebellion led by his own brother. The kingdom was on the brink of war, but rather than march his armies, Aldric offered a single wager—a game of chance. He and his brother would each roll two dice, adding their totals. Then, they could each choose to roll again or hold their sum. The one closest to thirteen without going over would decide the fate of the war.
It is said Aldric rolled first, landing an 8. His brother followed with a 10. Aldric rolled again, adding a 3, bringing him to 11. His brother, eager to claim victory, took another roll—but the dice betrayed him, showing a 4 and bringing his total to 14.
He had lost the wager, and with it, the war. Aldric spared his brother’s life, but stripped him of all power, leaving him to wander as a nameless exile. From then on, the phrase "To roll past thirteen is to lose a kingdom" became a gambler’s warning.
HOW TO PLAY
1. ANTE UP. If playing for stakes, all players agree on an ante (gold, drinks, favors, or items). The player closest to 13 wins the pot.
2. FIRST ROLL. Each player rolls two d6 and announces their total.
- If a player rolls double sixes (total of 12), they trigger "The King's Favor".
- If a player rolls double ones (total of 2), they trigger "The Queens's Mercy".
- Otherwise, the game continues as normal.
3. SPECIAL RULES.
3a. THE KING'S FAVOR. If a player rolls double sixes (12) on their first roll, they may choose to roll one additional d6 as part of their first roll.
- If that die lands on a 1 (13 total), they have earned the King's Favor, and win instantly.
- If it does not land on a 1, they bust and are eliminated.
3b. THE QUEEN'S MERCY.
If a player rolls double ones (2) on their first roll, they may choose to roll 2d6 instead of 1d6 on their next turn.
- If these dice land on double sixes (14 total), the Queen shows mercy, and they may remove one of the ones they rolled in the first round.
4. HIT OR PASS. Players can choose to raise the ante before rolling, then starting with the player with the lowest total from Round 1, each player decides.
- Hit: Roll 1d6 and add the result to their total.
- Pass: Keep their current total and take no further rolls
Players take turns making this decision until everyone has passed or gone over 13.
- If a player’s total exceeds 13, they bust and are out of the round.
5. WINNING THE GAME.
- If a player reaches exactly 13, they win.
- Otherwise, the player closest to 13 without going over wins.
- In case of a tie, tied players roll 1d6 each—the highest roll wins.