Wishing Well is a fast-moving dice game for two to six players (ideally six). Three dice and at least ten coins or chips per player are all that's needed.
Each player is assigned a number from 1 to 6, representing the numbers on a die. If only five are playing, the 6 is ignored. If only four are playing, both the 5 and 6 are ignored. With three players, each is given two numbers, and with two players each is given three numbers.
Each player in turn rolls the three dice. If any player's number comes up in a throw, they must put a chip in the pot (the wishing well). For example, if the first player rolls 4, 4, 2, then the player assigned the number 4 puts in two chips, and the player assigned the 2, one chip. The first player to put all his chips into the pot, wins (gets their wish), and takes the pot. A set number of games are played, usually equal to the number of players, with the winner of the previous game becoming the first thrower.
Different sided dice can be used, depending on the total number of players and dice available. 6-sided dice are most common, but games with 4, 8, or 10-sided dice are not unheard of.
In this variant, if you roll your own number you do not put a chip into the pot. Instead you choose either the player to your left or the player to your right to put a chip into the pot.
This game requires three 4, 6, 8 or 10-sided dice (3d4, 3d6, 3d8, or 3d10). This game is based on dice game known as Help Your Neighbor.
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!
In the game I DM, we have this one guy who rolls all his d20 rolls the same way: he places the d20 with the "20" side up, and flicks it along the tables, spinning it like a top. He claims it's both legal and lucky, and he's rolled both 1's and 20's, so I let it slide. However, it takes so long to find out the outcome of a roll that my friend starts humming dramatic "battle music" every time, to liven up the wait.
I also have my rituals, but for a non-superstitious (more science-inclined) kind of guy, I try probabilities instead. To roll two 1's or two 20's with a d20 dice (either by rolling it twice or rolling two d20's) is 1 in 400! With this logic, what I do before rolling my "official" d20 score is to roll until I get a 1. The next time I roll, according to probabilities, is a very small chance that I get another 1... hey, I'm not aiming for a 20, but at least I know I won't naturally miss.
In my group there are actually a couple odd-ball happenings with dice. One involves a set of dice that, for some ungodly reason, smelled horrible. I never personally smelled them, but my group can attest to the "dice of vile stinkyness". My DM offered them to anyone that could cure them of the stench. Not one to back down from a challenge, I gathered some spray deodorant and cologne. I must have put about half of the can of deodorant in the little plastic cube, and a good helping of cologne.
Thinking that all that fragrance would at least make the dice smell better, we set the dice box away for a couple of sessions. One session, however, I decided to check on the dice. It just so happened that the evil smell and the cologne had canceled each other out. I don't know how or why, but the dice have no scent. They smell like all the other dice we have.
So I got myself a brand new set of dice that I use as my main set, as a sign of triumph.
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.