2. When two characters are playing, they may each roll their Gambling skill or Dejarik skill. Note, I designate Dejarik as a KNOWLEDGE skill, but PERCEPTION is also an appropriate attribute to have Dejarik designated to. Note the differential. Consult the table on number 3, or below.
3. Differential is:0-5, no change in the game; 6-10, move counter on Dejarik chart one point in the favor of the player with the higher roll; 11-15, moves two points; 16+, moves 3 points.
4. The number of rounds taken is one round plus 1D per point in anyone's favor(reflects the time taken to consider moves).
5. The player that is winning the match gains a +1 bonus to his skill roll for each point in his favor.
6. A player may choose to let his opponent win, in such a case, the counter ont the Dejarik table is moved in the opposite direction.
7. A player wins when the counter reaches six points in his favor, or the counter has been in his favor(not in neutral position) for seven Dejarik game turns(each pair of Dejarik rolls).
8. A stalemate occurs when the counter has not moved for ten Dejarik game turns.
Dejarik Table(also not here, see 3.). Note, the Dejarik chart and table do not corespond with the actual Dejarik game pieces.
Questions? Rules unclear or need changing? Email me(from the main page).
Sorry for the delay. Projected finishing date is 10/5/97 or sooner.
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