Chapter 8
by
SkyDreamer
Let's go into more detail on each type of ZCG
Group gambles
From the perspective of the chip holders, group gambles are pretty similar to multiplayer chip games. They put in their ante of chips, and the winner walks away with the whole pot.
However, the games are catered to the fact that some of the participants don't have chips to wager with, so there won't be a gradual back-and-forth of chips like there is in games like poker. The whole pot will be on the table from the start, and it won't move until the game is won.
For this reason, there are different metrics required to keep track of who is on track to win, and in some cases who may have been eliminated.
Below is an example. More examples can be added after this.
Strip blackjack
If a player is naked upon entering this game, they will be given a bandana to wear. They must return this to the house once the game is over.
Players are handed one card face-down, and a second card face-up. They can choose to hit, meaning they will be handed another face-up card, or stand, meaning they won't be given any more cards. If they hit, they are then able to choose whether to hit again or stand.
If the numbers on their cards add up to more than 21 at any point, they must announce that they are bust. Jacks, Queens and Kings all count as 10. Aces count as either 1 or 11, depending on what's most convenient for the player.
Once all players have stood or bust, then they will reveal their face-down cards. Whoever has the lowest total number when their cards are added up must remove an article of clothing. In the case of a tie for last-place, all players in last place must remove one item of clothing each. Also, any players who went bust must remove an item of clothing.
If a chip holder finds themself with no more clothing on their body, then they can choose to put an extra pile of chips into the pot in exchange for a house bandana to keep them in the game. If they do not wager extra chips, then they must get dressed and leave the table.
If a zero-chip player finds themselves with no more clothing, they must perform a forfeit in exchange for a bandana. The players at the table can decide the forfeit, but the house will choose in cases of dispute. The house tries to ensure that forfeits start off tamer and become more intense with successive losses. Once a player has performed three forfeits, they will have the choice to leave the table or keep wagering forfeits of increasing intensity.
Other group gamble examples
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IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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