CREDITS
Designer: Kevin Van Ryswyck
Graphics: Rick Scott
RULES FOR TREGALD
Tregald adapts the game of Liar's Dice for the Star Wars universe. It was mentioned in the Riders of the Maelstrom adventure module from West End Games' Star Wars Roleplaying game. The game involved gambling, deception and was played in a cantina booth on the luxury starcruiser Kuari Princess.
GOAL
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The player with the most points is the winner of the game.
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SETUP
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x5 Chance Cubes - (Six Sided Die with 3 red and 3 blue sides) OR x5 Corellian Spike Dice (Six Sided Die with Symbols Valued 1-6)
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Dice Cup - A cup for rolling and concealing the dice.
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Gaming Chips, 1 Green and 1 Yellow x Players - Each player receives a green and yellow game chip.
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Scoring Slate - The Scorekeeper will record the player's names and scores during the game.
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Prize Pot - Any stakes laid for this game are placed in the Prize Pot.
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GAMEPLAY
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1. CHOOSE SCOREKEEPER & TREGALD
The Scorekeeper begins the scoring sheet and distributes a green and yellow chip to every player. The player to the Scorekeeper's left is the Tregald.
2. THE ANTE (OPTIONAL)
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Each player pays the agreed ante into the pot for this game.
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2. THE SET
The player acting as Tregald rolls the 5 chance cubes in the Dice Cup and places it facedown on the table. The Tregald is the only player that can look under the cup to view the result. The Tregald then declares what he has rolled, by declaring something like 'I have four blue'. The Tregald's declaration can be the truth or a bluff.
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3. THE CALL
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Each player secretly places one of the coloured gaming chips into hispalm, makes a fist and rests it on the table. The Green chip means the the player believes the Tregald is telling the truth. The yellow chip means the player believes the Tregald is lying.
3. THE REVEAL
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Once all the players have their fists resting on the table, the Tregald lifts the Dice Cup to reveal the roll result. Then all players open their fists to reveal the colour of their gaming chip.
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4. SCORING
The Tregald receives 3 points for every player he deceived with his declaration, and 2 bonus points if he deceived all the players during his turn. A player gets 1 point if he matched the Tregald's declaration. The Scorekeeper records all points awarded during this turn. The Chance Cubes and Dice Cup are then passed to the next player on the left who becomes the Tregald.​
​WINNING THE GAME
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The player with the most points after three rounds is the winner of the game. If there is a tie, play additional rounds until the tie is broken.
