• “The House kept one thing hidden. You assumed it was a die.”


 

K-17: GENESIS · A CREW GAME

SIGNAL 21

Get close to 21. The House stands on 17. The third die is fate.

HOW MANY ARE PLAYING?

HOW LONG HAVE YOU GOT?

HOW DEEP ARE YOU IN?

HOW TO PLAY · 30 SECONDS

  1. 01Everyone starts with 17 chips. Bet 1, 2 or 3, then roll two dice.
  2. 02Get close to 21 without going over. Hit adds a die. Stand keeps your total.
  3. 03Beat the House to win your bet. It stands on 17. Exactly 21 pays double.
  4. 04Once a hand you can tempt fate. The third die helps or hurts.
  5. 05Land on exactly 17 and you may double down: double the bet, take one die, and you’re done.
  6. 06Most chips at the end wins. The last hand is all in.

Everything else explains itself when it comes up.

THE FATE DIE

SIGNALYour last die disappears.
DRIFTOne of your dice rolls again.
ECHOYour next die rolls twice. Keep the lower.
STATICYou must take another die.
WATERFALLAt 15 or more, you land on exactly 21.
DEMDEM takes your hand. You bust.
Shift change · Deck boardShip time --:--

Your shift here is done.

The ship isn't. Somebody needs a hand somewhere.

Crew #---- Rooms entered 0 / 0

Some rooms aren't on any map. Keep taking shifts.