Wednesday, 11 June 2025

Seerbones

Bastiards of the electric epoch are known for their badly designed dice games, but what about the knights, vassals, and vagabonds of the mythic age? 

They have lots of their own games, but Seerbones is the most popular in my realm.


You need five small pieces. Look, there are no hard rules about what the pieces should be, but they’re usually interestingly shaped pebbles, bones, wooden rings, small shells, basically anything you can comfortably enclose fully within your hand. So yes, you can use dice. It’s important that the five pieces are all different to each other. Seasoned players keep their set of seerbones in a pouch or small box, always on the lookout for more interesting pieces to trade into their set.

Oh, did I say Seerbones was one game? No, everybody has their own version, but insists it’s the original. 

Seerbones (taught by a hunter)
2 Players only.

Agree on one piece to be “the killer” then place all five pieces in a concealed container.

The active player secretly chooses one piece and conceals it in a fist. The other player must either Guess or Declare.

If they Guess, they choose which hand they think the piece is in. If they’re right, they keep it. If they’re wrong, the active player keeps it. 

If the piece was the killer and the player guessed incorrectly then the other player immediately wins the game. If it was the killer and the player guessed correctly then the killer is returned to the supply. 

If they Declare, the active player reveals their piece. If it is the Killer then the declaring player immediately wins the game. If it is any other piece then the active player keeps the piece for themselves. 

If the killer is the only unclaimed piece then it is treated as a normal piece. When all pieces are claimed the winner is the player with the most pieces. 

Seerbones (taught by a squire)
Up to 5 players.

The owner of the set divides the pieces amongst players as evenly as possible, assigning remainders how they like.

Each player closes one fist and balances their pieces on the back of that hand. 

Players can now use their enclosed fist only to try to knock off the pieces of the opposing players. Whoever’s last piece hits the ground last wins. 

Seerbones (v3 taught by a bunch of drunks)
Up to 5 players.

Players bid on how many pieces they can throw in the air with one hand then catch in the other. The catching hand must be behind their back until the pieces are thrown.

Each player must either raise the bid or pass. When the first player passes the current high bidder immediately makes their attempt.

If they succeed then the player who passed is eliminated. 

If they drop even one piece then they are themselves eliminated. 

Seerbones (v4 taught by an innkeeper)
2 players only

Mark out a play area or sit at a table. 

Draft two of the five pieces to each player and place the remaining piece in the middle of the play area. Players place their pieces on their edge of the play area. 

Take turns flicking (specific flicking rules vary greatly) one of the pieces on your edge. If it hits one or more other pieces then move them all back to your edge. Pieces that leave the play area are dead and removed from the game. 

First player to have no pieces on their edge loses. 

Seerbones (v5 taught by a gaggle of children)
Up to 4 players. 

Draw a circle somewhere in the play area. The owner of the pieces sets the size.

Take turns selecting up to five pieces to throw, aiming to get them inside the circle. The owner of the pieces sets the throwing restrictions i.e. no crouching, required distance etc. 

For each throw score 1pt for each piece in the circle minus 1pt for each piece outside the circle. Your score for a throw can never be less than zero. Most points after three throws each wins. 

Seerbones (v6 taught by a smith's apprentice)
Up to 5 players. 

The owner of the set divides the pieces amongst players as evenly as possible, assigning remainders how they like. 

The current player secretly splits their pieces between their enclosed hands however they wish. The player to their left looks at their enclosed hands and picks one, taking all the pieces in that hand. Play then moves to that player. 

If a player has no pieces remaining they’re eliminated. 

Playing safe is frowned upon, and winning through cowardly play is seen as worse than losing on a big risk. 

The fight that often ensues afterwards is commonly referred to as “the real game”.

--------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

No comments:

Post a Comment