Summary
If you’re preparing to run a downtime session for yourDungeons & Dragonstable, there are a handful of different activities you may present to your players. You can have them participate in tournaments, go shopping, or expand and work on their bastion. Alternatively, you can entice your players with various games of chance.
Games of chance and gambling can prove fun for a downtime session, but you’ll need to make sure players are intrigued by the game’s rules and that there are noteworthy prizes at stake. Here are some of the best games of chance you’re able to run for your table.

10Liar’s Dice
Poker Face Required
Liar’s Dice is a popular dice-based game that appears ina lot of fantasy settings, and is most well-known for being a part of the Pirates of the Caribbean franchise. In the game, you use five six-sided dice and cups to conceal the numbers that appear on the dice. If you don’t have access to cups, simply have players use their character sheets to hide their dice rolls.
The way the game works is that all players roll their dice and then take turns betting on how many dice of a certain number are under all the cups. As players take turns, they must either raise the bet by raising the face value of the dice or the number of dice they bet, until someone challenges the previous bid. When this happens, all cups are raised. Whoever is correct between the two players wins that round, and the loser loses a die. Play continues until one person is left standing with at least one die.

9D20 Roulette
Roulette, But Make It Fantasy!
This next game of chance is a lot simpler than some of the others on this list, but also a lot harder to win. As a DM, take two different colored d20s and explain to players that there is a roulette-style wheel on the table in front of them. Players may place as many bets as they want on as many numbers on the roulette wheel, which has 40 numbers, 20 of one d20’s color and 20 of another.
Then, roll both d20s, representing two balls that are rolled onto the roulette wheel. From there, players who guess the correct number and color of a d20 win two to one. you’re able to also just play this with one d20 if you so desire.

8High Card Hundred
Finally Get To Use That D100
Have players pull out their d100s, or loan them each one. This game is played with two players only. For this game, instruct players that they will each roll their d100, concealing their answers to the other player, and only showing the DM. Whoever has the highest number of the two wins.
However, there is a twist to this relatively simple game. Before revealing their numbers to one another, players can roll additional dice if they want to try to increase their numbers. However, each time they do, they must increase their bet based on the type of die they roll (limit of one die type each). For example, if they want to add a d20 to their roll, they would have to add 20 gp to their bet. Players can bluff by concealing their number and acting like they don’t want to add any more dice to their initial bet.

7DND Blackjack
A New Take On A Classic
You can easily port a simple game of blackjack into any Dungeons & Dragons campaign. Simply give players two dice, a d12 and a d10. Have players roll the d12 and the d10 above the table. DMs will do the same, except they will only roll the d12 above the table, concealing their d10. From there, players may ‘hit’ by rolling another d8.
Players may hit as many times or as little as they want, but DMs must follow normal blackjack rules for when they can hit and when they must stay. Remind players that, in this game, they’re only playing against the dealer or the DM, not necessarily each other.

6High Rollers
Do You Dare?
This is another simple dice game that can be played with as many players as necessary. DMs can play too, but there is no ‘dealer,’ so to speak. First, have every player roll a d20. Then, have them roll a d4 and subtract that number from the total rolled on the d20. If the subtraction would take players into the negatives, they are automatically out for that round.
All players left in the game must continue rolling d4s in a process of elimination, subtracting their d4s from their original number rolled on the d20. Whichever player lasts the longest and still has a positive integer remaining wins. Have players roll the dice simultaneously. If all players are knocked out, the round is considered null, and play starts again.

5Cheaters Always Prosper
The Only Game Where You’re Expected To Cheat
This next game takes a similar approach to Liar’s Dice, but with the expectation that you will cheat no matter what. Part of the idea of the game is to cheat without getting caught. For this game, have players roll a d12, a d8, and a d6. The goal of the game is to have the highest total number across all three dice. Have players conceal their dice from one another. There is no dealer.
Then, above the table, ask players if they want to try to secretly reroll any of their dice and which one. Once per game, players can choose one of the dice to reroll. The higher number of dice they try to reroll, the higher DC the Sleight of Hand check becomes. you’re able to adjust this to your party’s stats as necessary. If they fail the DC check, they are ‘caught’ and must forfeit the round.

4Pegasus Racing
Gives Triple Crown A New Meaning
This next game is a fantasy take on horse races you might see at the Kentucky Derby. Inform players that a set of 12 pegasi are all set to race against one another in the sky. Players may bet on a first-place finish for any of these pegasi. Give players a stat block for each and an overall odds of winning.
Once players pick a pegasus, have them roll a series of checks for the creature as they make their way through the course. You can base the checks on whether the animal is trying to increase speed, buck competitors off course, and more. First place takes home all the other bets.

3Two Faced
You’re Only As Good As Your Teammate
This next game is played in teams of two for a total of four players. In the fiction of the game, players will sit across from one another. Above table, just make sure teammates are unable to see their teammates' dice. For this game, one player must elect to be the ‘low roller’ while another will elect to be the ‘high roller.’
From there, have each player roll a d20, concealing their roll. The DM can serve as the dealer and look at all players' dice rolls. Inform players that the total roll for each team will be the high rollers' roll minus the low rollers' roll. Negatives can come into play. From there, players take turns wagering until the bet is even, and then, both teams' rolls are revealed. The trick here is that players on each team cannot communicate with each other except through their wagering.

2Pick Your Poison
Choose Wisely
This is a simple one-on-one game of chance between two players and is best forlow-level players. The DM must serve as the arbitrator and oversee the proceedings. The DM explains to players that there are 12 goblets in front of them, three of which are poisoned. The poison is not deadly, and can only knock players unconscious, but will inflict poison damage on a character.
From there, have players take turns against each other or NPCs, selecting goblets to sip from. If a player sips two poisoned goblets, they fall unconscious. Whoever falls unconscious first loses. You can add more goblets if you desire an extra challenge. Roll a d4 to determine who goes first, lowest number taking the unpleasant task of choosing first.

1Magical Three Card Monte
Watch The Cards
This last game is the DND version of the classic Three Card Monte street game. While you’re able to try to run the above table, there’s also a way touse Dungeons & Dragons statsand checks to run it in the fiction of the game. Explain to players that there are three face-down playing cards, two of which are black and one of which is red. The player’s goal is to find the red card.
The DM, or the dealer, will shuffle the cards before the player’s eyes. When they do this, have the player make a Perception check with a DC of 15 (you can adjust this depending on the skills of your players). If they pass the check, remove one of the black cards from play, and then have players select between the first and second card. If they fail, they’ll have to choose at random from all three cards.