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**Silver Skirmish: Rules of the Duel**
In the realm of Dragon’s Hoard, knights (players) begin with a shared treasure chest of 21 enchanted chips:
- (10) 1 Gram Chips (WHITE)
- (5) 1/10 Dragon Scales (GRAY)
- (3) 1/4 Dragon Gems (GREEN)
- (2) 1/2 Dragon Gems (RED)
- (1) 1 Dragon Heart (BLUE)
**RULE 1: The Summoning**
The game commences with each knight rolling 2d12 enchanted dice. The roll closest to 21, without surpassing it, claims the right to challenge first. In the event of a tie, both knights roll the eight-sided die, initiating a swift duel, with victorious spoils cast into the treasure pot.
**RULE 2: The Challenge**
The first knight rolls a mystical 1d8 and may choose to pass or pursue a higher roll by moving to the square their rival lands on. If the new roll surpasses the rival’s, the challenger may combat for the same box. A lesser roll grants no claim. NOTE: if all 1g chips are gone from bank, game switches to 1d6, when all 1g and 1/10th are chips are removed from bank, knights roll 1d4.
**RULE 3: The Cycle of Battle**
Upon concluding each knight’s turn, repeat the first two RULES. The clash continues thusly.
**THE SQUARES OF FATE (1d8)**
1. **1d6 GRAMS TO THE HOARD**
The knight rolls a six-sided die, adding 1 Gram Knight WHITE Chips to the treasure hoard. NO SKIPPABLE OPTION.
2. **1d4 GRAMS TO THE HOARD**
The knight rolls a four-sided die, contributing 1 Gram Knight WHITE Chips to the hoard. NO SKIPPABLE OPTION.
NOTE: WHEN ALL White Chips are removed from bank, and Hoard, SWITCH to 1d6.
NOTE: When all White and gray chips are removed from bank, SWITCH to 1d4.
NOTE: When all chips are removed from bank and Hoard, the game is over. The knight with the most Silver wins!
3. **ACES VS 1/10 DRAGON SCALE**
Drawing aces slays the dragon. The aces must be drawn on the first deal. If no aces are drawn, the challenge ends. The victorious knight gains a 1/10 Dragon Scale plus the hoard’s contents. TIES, 1/10th to the hoard.
4. **HI/LO**
The knight guesses correctly to receive a 1/10 GRAY Dragon Hatchlings added to their stack. Knight loss 1/10 to the hoard.
5. **PLINKO DRAGON HEART**
Dropping a plinko ball between lairs 1-9 offers the chance to claim 1 Spreading Wings Dragon BLUE Chip. STAYS IN BANK Until Claimed. Can be stolen from other player!
6. **QUEENS VS 1/2 DRAGON GEM**
(Following the Aces rule) The winning knight claims 1/2 Spirit of the Dragon Lady RED Chip.
Winner gets the hoard as well!
7. **5 CARD DRAW 1/4 DRAGON GEM**
Best hand on the initial deal (High card only), ties return to the hoard. The winner receives 1/4 Blacksmith GREEN Chip. Ties go to the hoard.
8. **1d20 EVEN/ODDS 1/4 DRAGON GEM**
A correct guess wins the knight a 1/4 Blacksmith GREEN Chip.
**SCENARIOS OF DEFEAT AND GLORY:**
The game concludes when both the Hoard and individual stacks are depleted. Should the Bank be emptied before its times,wins may come from the hoard. If a particular piece is not available from the hoard, it can be stolen from the other knight.
Silver Express was original played with grams. Learn how to play with Jack LIVE ON TIKTOK!
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