This game got its start in lower-class taverns, most often played with copper coins--which is how it got the name Copper Dragon. In some establishments silver or gold coins are used and the game has taken the name Silver Dragon or Gold Dragon. The game is also sometimes referred to simply as Dragon Eyes.
The game is played with two 6-sided dice and two coins or chips (per player). The game is best played with at least four players.
Before the game begins each player has two coins. Each player then in turn rolls the dice and may lose coins according to the numbers thrown. If one of the dice thrown shows a 1, they must put one of their coins into the pot. If a double 1 ("dragon eyes") is thrown, they must put two coins in the pot. If a 6 is thrown, the player must pass one coin to the player on their left. If a double 6 is thrown, two coins are passed to the player on their left. All other numbers are meaningless.
Once a player has lost all their coins, they must miss their turn and have to wait for a coin to be passed to them before they can resume throwing the dice. The player with the last coin then has three throws of the dice and has to avoid throwing a 6. If they fail and throw a 6, the coin and dice pass to the next player who in turn has three throws of the dice. The player who throws the dice three times without a 6 wins the pot.
This game requires two 6-sided dice (2d6). This game is based on dice game known as Aces in the Pot.
For those who missed the original article, we discussed the various superstitions folks here at Wizards of the Coast harbor about rolling their dice--and, of course, asked for your superstitions and stories as well! This time we share a few stories of camaraderie:
Four of my d6's are best friends. They play nice together. My solid black, my clear green, my clear red, and my clear red with dots (as opposed to numbers). These four have been around determining ability scores for many years. Each of them like to be rolled the same way... jiggle and flip. However, depending on their mood and the situation they may want to do it either together or individually. Usually when determining ability scores they work as a team. When determining damage they're fiercely independent. Somehow they know which is what.
One of the female members of my gaming group has an extreme phobia about anyone else so much as touching her dice. Unfortunately, her boyfriend, also a member of our party, likes nothing more than to torment and provoke her. He's constantly reaching over in a threatening matter, threatening to lay hands on her dice and "screw them up" with his "bad juju." One night, she'd had enough and -- taking one of her d20s -- rather forcefully bounced it off his forehead.
She didn't appreciate it when I pointed out to her that her action basically defeated the purpose of her so adamantly defending her dice from unwanted contact.
A dice game commonly played at our table includes a young lady in our group whose attention span rivals that of a butterfly. Being a cleric, she tended to fall into a pattern of heal, wait, heal, wait, and took all that waiting time to gathering up a pile of dice and building a dice castle.
The male destructive instinct would take hold, so we'd take turns attempting to destroy the dice castle with a variety of projectiles (big d20's were boulders, pencils were ballista missiles, shaking the table was an earthquake, etc.) while she attempted to save her creation.
If you use a dice game in your own campaigns, here's your chance to share it. Send it in to: firstname.lastname@example.org, and we may feature it in a future edition of Dice Games!
About the Author
Mark A. Jindra has been a fan of Dungeons & Dragons for over 25 years. In 1998 he landed his dream job as a web developer for Wizards of the Coast and is currently the developer of the D&D website.